#Making A fighting game.
1 messages · Page 1 of 1 (latest)
Frame data is just what frames your animation has collision. You want to set up a collision layer specifically for hit detection. You will then need to create a script so when the animation plays, the hitbox will comeout for only the desired frames and in the correct spot relative to the player. You will need to track the players global position in order to make sure the hitboxes come out in the correct place, or finding another way to tie them to the player. I would start with getting the character movement and animations working first, then working on collision and hit detection logic. Then you will need to work on a code for hitstun that disables player input and sends the player the right direction.
I would imagine setting up a frame data system is easy, making good frame data is hard.
For sure, making frame data work well is hard to balance. You generally are gonna have to consider a few factors. First is determining wether this game is going to be pvp or vs. Npcs, because that will change your approach to frame data. Next you want to determine archetypes. Generally you want to start with a base allrounder, this will have decent stats and frames across the board, from there you can determine your different archetype like heavy, glass cannon, ect. The key to getting it feeling good is a ton of trial and error, so i would recommend only a small list of playable fighters, especially considering its a 2 month game jam, i wouldnt do more than 3-5 at most.
Well, so far I'm stuck trying to decide between the animation player or a script aproach. Also what about state machines. Is it worth making basic states like moving, blocking, jump, etc? My problem is that since it's a roguelike my player's moves are going to be different throughout the run
For example the player might buy a double jump from the shop or a punch move
I am partial to using AnimationPlayer here.
If double jump or punch have unique animations for each character, then I think it would make sense to assign hitboxes and hurtboxes where you can physically see and manipulate them each frame.
The characters themselves don't have actual moves. The player purchases & acquires them throughout the run.