I’m in the early days of a 2D combat prototype I’ve been thinking about for a while now. It’s envision as a combination of Zelda2’s active blocking combined with Punch Out’s patterned enemies, and a dash of Dark Soul’s stamina management on top.
I’ve got a particular visual style in mind that would lean heavily on either post processing or transparency to create a sense of depth and tone with a static background visual.
I’ve got significant limitations in terms of what I can produce myself as I’m not capable of (or enjoy) 3D modeling, but I can draw. More importantly I can lean on my weaknesses and hopefully turn them into strengths by designing the system and visuals around them.
I’ll be keeping this top level post updated with my current progress position and updating the posts below with questions and specifics.
CURRENT TASK LIST
CAMERA - CURRENT PRIORITY
-Set up a character independent camera - SOLVED
-Move camera based on character position past a certain range (rubber band)
-Zoom camera based on distance between characters
-Override camera to highlight an object or event (ZOOM!) then return to it’s base state
SYSTEMS - NEEDS REFINEMENT
-Create a character independent of the camera - SOLVED
-Lock the Debtor to a plane - SOLVED
-Define points the Debtor can move between, stopping them at the far right and left - SOLVED
-Transition the Debtor between points instead of teleport - SOLVED
-Lock Debtor input during a move
-Allow certain actions to interrupt a move
—Build three attack heights
—Build three block heights
—Build a forward and backward dodge
-Prevent Debtor movement through That Jerk without a dodge
-Prevent Debtor dodging through That Jerk without the Jerk being in a special stun state
-Add a colossal jerk to the environment
—Figure out how to add a colossal jerk to the environment
-Produce a Temp Jerk to work with the camera rubber banding
-Lock a material’s scale/position relative to the camera view - MAYBE SOLVED?
-Rebuild and reimport the art assets on power of 2 scales so they display correctly
-Learn how to reference portions of a texture sheet to make the best use of a power of 2 texture
-Define a depth scale to affect:
—An object’s base transparency
—An objects position in space
—To build fake lighting in 2D
-Build a particle system with a randomized flicker
—Reference the particle system’s position and flicker and tie that to another object’s current transparency to boost the false sensation of space