Posted January 20, 2019 by notapixelstudio
#local-multiplayer #superstarfighter #co-op couch #godotengine
Superstarfighter got its first release (pre-alpha) the 1st of November. It was an idea started in the early 2000 and at the beginning it was supposed to be a fighting game (that's why the name `fighter` in superstarfighter), and now is seeing the light:
From the pre-alpha we managed to get some really useful feedback (FIRST lessons: Feedback is important). I will try to fit in this devlog the most important lessons we learned and the biggest improvements you can see in this new version.
The code-base was largely refactored: No singletons anymore (causing lots of more bugs than expected), Better structuring our gamestructure (thanks to Pigdev and NathanGDQuest tutorials ) - Community is important. More focus on signals and passing information from node to node.
A thing that kept us thinking about the classic, just "kill everyone 'till only one survive" is the down-time . We were looking for something that kept the downtime to minimum. And then there was the scoring mode. Which one to use? which one works better? which one keep the game fun? We came up with the Crown-mode:
... So ... let's the new wave of playtest .. begin!
and thanks for trying.