Beast’s Fury is a six button 2D fighting game the game play and combo system will play a lot like Street Fighter Third Strike and Street Fighter X Tekken.
Latest work in progress build http://www.youtube.com/watch?v=2V2QccIdNRY
What needs to be added.
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update shading on standing idle
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Attacks after timeout does 0 damage
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Finisher that connect after timeout will not start the finisher, the opponent fall back down and the charge fizzles out
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Don’t get down in shame if the second draw leads to a win
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Implement counter hits
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Implement crumple hits as standing hit and then air hit when he’s down enough and sweep interruptable
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Implement sweep hit that allows 1 air hit recovery
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Fix grab interrupting tiamat knuckle, leaving you stuck in an action zoom.
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Move effect back when you’re blocked
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Implement second hit on leviathan kick with fury version doing a ground bounce.
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Implement leviathan kick’s launch bigger and on both sides for fury version
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Fury leviathan kick will hit the opponent who is crouching, regardless of their block.
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Implement tiamat no projectile hits for the heavy version
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Implement invincible (fury tiamat) vs untouchable (dodging)
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Implement vincent’s loss of specials when weakened by fury mode
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Implement vincent’s fury mode where specials can cancel each other
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Implement invincibility during certain frames
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Implement different types of push/launch direction types, some move send them where you’re facing, others always away from you (like eexplosion) and some always toward your back
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Implement animation flagging to say what part of animation is on the ground and in the air, for like getting hit during a tiamat knuckle.
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Implement effects for fury moves, fury mode and weakened state.
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Fix jump sticking between round causing a double jump
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Support half circle shortcuts with only BD D FD F
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Use boxes for attacks, adjust the impact at the edge of the bounding box
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Fix dragone that is some how doable in the air
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Put in the real frame data
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Finish integrating don
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missing shading for crouch down
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missing shading for dashes
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Missing shading for jumps
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Highlight and shading are slightly off on the back walk
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Collar is invisible in back walk
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Left building windows showing blue sky
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Cherry tree could use work and layers for animation
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Background is sunny
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Change updates to fixed update for deterministic behavior
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Integrate GGPO
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Try dynamic shadows with transparent cutout shader