View Full Version : 48H1: Infinity Combo
Fengol
08-01-2011, 01:07 AM
A remake of Infinity Blade's combat system but with more cheap thrills and quick time events. The goal is to increase the number of actions available to the player as well as special quick-time events for a "Devil May Cry" feel of combat.
Download
http://www.box.net/shared/b8s44jsity << DOWNLOAD THIS!
http://www.box.net/shared/ub04qlldps - Original basic mechanics in GM
Directions
Hold down the left-mouse button and drag AGAINST the direction of the golem's attack to deal damage (green health bar). A short drag will deal only a little damage and dragging in the wrong direction is a miss. The golem will block your attacks when he's not attacking so waiting for your opening. Missing his attack will deal damage to you (blue health bar).
Original Game Maker mechanic testing
http://i139.photobucket.com/albums/q312/Fengol/infinitycombo00.png
The final gameplay
http://i139.photobucket.com/albums/q312/Fengol/infinitycombo04.png
Essential Features List
* Face off against an animated opponent with multiple attack animations
* Use the mouse (later iOS touch) to attack the enemy
* Timed attacks by the Rust Golem!
* Health bars tracking the player's and monster's health
* Win and Lose conditions
* Start screen
* Enemy Death Animation!!!
Wishlist
* Different directions of attack
* Stumble/dazed state for the golem in which to perform quick-time events
* Combination of Slashes and Touches to emulate cutting and shooting
* Staged movement around the world (Chronotrigger style)
* Increasing difficulty after each win
Changelist
Unfortunately not much got changed from the original gameplay. Too much time was spent learning the toolset and getting the basic gameplay implemented.
Fengol
08-01-2011, 07:46 AM
minor update, making the start and end boxes larger; making the game easier by far!
One note, this would be sooooooooooo much easier at high speed on a touch interface (like a phone :P) also, you should add some names to the moves, like from this one site (http://www.taichiaustralia.com/GriptheSword.htm), slashing, scraping, snapping, chopping, piercing, stabbing, throwing, swinging, whipping, penetrating, scooping, raising and circling, give the random movements some (pseudo) purpose!
Fengol
08-01-2011, 08:29 AM
My target is the phone but GM is win for prototyping :D
Still lots to do!
Fengol
08-01-2011, 06:24 PM
A change in tack; because I originally wanted this to be a Unity game I've started on learning how to do animations in the damn thing.
The latest download is a Unity executable with a "dev art", "dev modelled", "dev animated" monster waiting to attack you. Hit space bar to make him attack.
I'm torn between doing a couple more animations and having the monster randomly choose between them each attack or getting the game mechanics working in Unity. I believe the "more animations" root is a polish thing so I'll force myself to learn the SpriteManager in Unity now and, as a reward, I'll do another animation with him later (his name is Rust Golem).
Screen captures still happening in the background :D
Chippit
08-01-2011, 06:32 PM
I'm torn between doing a couple more animations and having the monster randomly choose between them each attack or getting the game mechanics working in Unity. I believe the "more animations" root is a polish thing so I'll force myself to learn the SpriteManager in Unity now and, as a reward, I'll do another animation with him later (his name is Rust Golem).
Pssst!
n. route
1) An established line of travel or access
2) An open way (generally public) for travel or transportation
n. root
1) (botany) the usually underground organ that lacks buds, leaves or nodes; absorbs water and mineral salts; usually it anchors the plant to the ground
2) the place where something begins, where it springs into being
Fengol
08-01-2011, 06:51 PM
Chippit, you rock so many platforms :D
Fengol
09-01-2011, 07:56 AM
http://i139.photobucket.com/albums/q312/Fengol/infinitycombo02.png
Very jealous of BlackShipsFillt 733t skillz but I've figured out how to do my own slashes. Spent a lot of time wasting it on building textures when particles solved the problem FAR easier
Looking good! :O
If nothing else I want to know how to do the slice effect on the mouse (or particles in general) in Unity!
FuzzYspo0N
09-01-2011, 01:08 PM
733t skillz
TEET?
lol, pretty 1337 minecraft textures though, seems interesting so far
Fengol
09-01-2011, 03:22 PM
@FuzzYspo0N, however you kids of today spell it.
http://i139.photobucket.com/albums/q312/Fengol/infinitycombo03.png
Health bars added although I'm struggling a bit with figuring out when to deal damage and to whom. I think I need to sit back and work out the sequence of events on paper but I suspect rather than the "you-or-me" style I have now I'll go for individual evaluation and both parties can take and deal damage at the same time.
Your thoughts?
Judging on time I would like to get an alternative attack in before the end of the comp. If the combat is ****ty, I feel that's OK so long as the different combinations are there and the player can see that some damage is happening.
Fengol
09-01-2011, 06:31 PM
2 more attacks added. First post updated!
WiledBill
09-01-2011, 07:02 PM
I like the slashes and the reactions look cool ... but I am not sure what to do.
[EDIT: I think i get it now!]
BlackShipsFillt
09-01-2011, 07:03 PM
That is a nice slash, nice and smooth.
Aah! I'm having trouble running this in parallels (for my Mac). I'm quite keen to see how you would do the infinity blade combat system. I felt that Chair's design was kinda lack-luster, although honestly I haven't played many Boxing-style games, so it's still a bit of a mystery to me how a good one would work.
I'm going to try again on someone else's computer in the Morning.
Gazza_N
09-01-2011, 07:23 PM
Man, I love the attack animations. Rust Golem FTW. ^_^
Not having played Infinity Blade I can't compare, sadly, but this is pretty fun! Input's very smooth, and I'm quite enjoying learning how and when to pull off attacks.
Fengol
09-01-2011, 07:49 PM
Final update submitted and package and first post updated to meet comp requirement!
Can you say DEATH ANIMATION!?
Fengol
10-01-2011, 11:25 AM
I'm going to continue polishing this game and hopefully rope an artist into redoing the texturing and animations. I'm also going to put the game up on Kongregate (http://www.kongregate.com/) and enter their Unity competition (http://www.kongregate.com/unity_game_contest) because $1000 isn't to be sneezed at.
Fengol
18-01-2011, 11:05 AM
I've uploaded a time lapse video of my desktop while making the game
http://www.youtube.com/watch?v=lBVbPeotrVw
Looks great :) its nice seeing timelapses as they give a feel of the work involved.
BlackShipsFillt
22-01-2011, 03:38 PM
Awesome timelapse!
If you don't mind me asking, what software/technique did you use to take the pictures? (would be cool to get everyone to do something like this for the GGJ11)
Chronolapse (http://code.google.com/p/chronolapse/)
BlackShipsFillt
22-01-2011, 04:49 PM
Not for Mac :(
edit: Figured out a really quick and dirty solution using the OSX terminal.
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