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This project forked from cjparry/parrychris_onehit_p2
bloc
Make the player smash down if they attack whilst in flight. Map key to slam attack
Adding detail to blocked out level plan
The controls were reasonably intuitive, I found out about ground pounding without being told about it. My main criticism in this regard is that the controls for player 1 are all very close together which can cramp hands. The directional buttons and the block button are all within a few keys from each other which makes having one finger on block while moving uncomfortable.
PS3 Controller usage is now implemented as a result of the feedback testing day. Add to the options menu so that you can choose to use keyboard or PS3 controller.
Same as Kyle
Wall
Props
Currently player cannot move left or right while blocking. They can only jump. Change it so that you can only walk backwards.
Developers must understand how the scripts work
Same as Kyle
Thinking of using the Xbox 360 controller that's in the design labs. This can be solved through investigating input manager.
Stop the player from blocking forever. User Timer.
This will allow for slam attack on down press. Will also allow for ducking. This needs to be done before issue #17
Titles:
3
2
1
FIGHT
KO
PLAYER 1 WINS
PLAYER 2 WINS
fun game. would be cool if there was a way to dash and attack while jumping. buttons need remapping for mac version, perhaps controller support would be helpful. something needs to be looked into to stop dashing into the enemy at the start of the match, as thats the best strategy and its hard to counter
After we added in double jump, the animation only plays on the second jump.
Levels feel too small lengthwise. There's not quite enough room to move around satisfactorily. The dash feels too long, because you can travel most of the width of the level using it only once. The player character can jump very high, but not very far, which feels quite strange when playing -- could be fixed by adding the ability to dash in mid-air? Mechanics are very fun regardless. I loved the ground pound/stomp move, although it was very difficult to execute.
jumps too high and seems to triple jump at points
Designers will understand the file layout, animations, sound set up, basically whole game files.
Test with double jump / move speed / longer dash
Add functionality such that dashing into each other makes then bounce off each other. This way, it won't be a matter of who dashed first wins
It's very easy to spawn by spamming the dash button at the start of the round. Two solutions could limiting the distance of the dash or placing a barrier in the level between the players.
It would be nice if there were some instructions. I did like how WASD and arrow keys were used as this is standard in most games. Also, the dash should be changed from control since mac computers tab the game out.
I also had difficulty seeing my character if I was on a higher level than my opponent. In other words, elements in the level would block my view.
Dashing mid air would be nice.
Being able to see the score would be nice.
Overall, a very enjoyable game
Extension of #7, but this is done when a player lands on top of dashing player
Add some UI that displays block cool down time length
Learning same stuff as Will
Extension of #8. Sometimes when landing on dashed player they're clipped through the wall
This can be solved by changing the logic of key inputs
Game seems unbalanced. Re-evaluate dash. Too overpowered from beginning. Can spam control, giving not much point for other moves. Possible option: Give a visible cooldown/power meter which is empty at beginning of round and fills up over time. Maybe blocking a move could fill it up faster. Then meter depletes when move is use. Could help balance game.
Same as Will
Currently we have the movement working. Implement it do that ground pound on the head is an attack that registers. This can be done with using the existing head collision box, and perhaps adding a collision box exclusive for the feet ground pound.
Sketches
Theme
3 Assets each drafted
This means the blocking opponent has to accept their fate. Which is unblocking and losing. This can be resolved by perhaps adding a timer of resetting the player's state after dash
Was refreshing to play a classic fighter game. Enjoyed the fast pace of the game and the ability to play with friends
Overall loved the classic take on a fighter game, movement felt fluid and clean aesthetics.
We can probably solve this by creating rounded bounding boxes for the top player to slide off.
Position of the controls were very awkward and uncomfortable to play the game. I had to use my left hand for the WASD keys and my right hand crossed over and underneath my left hand for the ctrl key. Everything just seemed to be jammed in one corner. If I used my right hand for WASD and left hand for ctrl, it wouldn't be as cramped but I am not used to using my right hand for WASD.
There seemed to be no use for the jab attack as the dash attack was so much better.
Would be nice to know when I can block. If I accidentally tapped the block for a millisecond, the block would activate and be over very quickly. Would have to wait for a much longer timer to block again, without knowing how long I need to wait
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