Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

[Devlog] Duck Parry 5, Jump Parry 2

A topic by resolutionblue created Jul 07, 2019 Views: 498 Replies: 11
Viewing posts 1 to 12
Submitted (4 edits) (+2)

I joined the sabre fencing club in my sophomore year of college. It was a small operation, but a lot of fun, and there were lots of stories our coach, Dom, told us from his fencing club back home. One of them goes like this:

He was losing a bout, and so asked his coach what to do. His coach, who he called Chris, said something to the effect of, "Well, you know, the only two parries in sabre are duck parry 5 and jump parry 2 ." Chris was referring to a mind game where you can duck down, and guard your head on one turn and on the next turn,  jump as high as you can (without crossing your feet) and guard your torso, since your opponent would expect your torso to be unprotected. The combination of these moves allowed Dom to throw his opponent off their rhythm and regain control of the situation, though honestly, I don't remember if he won.

The idea this story gave me was, "what if Chris wasn't joking, and those really were the only two parries in sabre?" Therefore, the concept is a fighting game where each player has two attacks (head or dominant side torso), and two parries (jump and do a parry 2, which guards your dominant side torso, or duck and do a parry 5, which guards your head).

The game will be made in Unity, with models made in Blender.

Submitted(+1)

Day 2

I didn't make a devlog for yesterday, since it was all spent just making the Trello board. 

Today, I got Unity to work, which took much longer than you'd expect, and made a simple system where you can move a cylinder back and forth on a narrow plane (like a fencer moving along a strip) and it tells you when you've reached the end. Hardy has been working on a base model for the two players.

Ooo this sounds really fun! I can't wait to see this more developed!! Good luck!

I love this kind of concepts, the "Simple yet thoughtful" ones. It reminds me of Divekick, so it's proven that the concept can work greatly! I want to see where this one goes.

Submitted (1 edit) (+1)

Day 3

I started modeling the main setting, which would just be the gym in which we practiced, in Unity. I had a lot of trouble getting the lights where I wanted them.

Sebastian and I talked a bit about the music.

Hardy finished his base model today. He sent me a picture, and said to mention that he's never modeled an organic shape:

Host

your story as premise for your game is really interesting! also this is awesome for never modeling organic shapes before--3D can be rly difficult, especially when it comes to human characters. this is really ambitious and im wishing you all the best of luck!

Submitted (1 edit)

Day 5

Yesterday got eaten up by job stuff (me) and apartment hunting (both Hardy and me), so no post yesterday.

Today I finished blocking out South Gym, with text and cubes for placeholders.


Hardy started putting clothes on the model. He sent a screenshot of the mask:


Submitted (3 edits) (+1)

Day 6

Sebastian has been working on music stuff and sent us a song for the practice and game modes.

Hardy finished the form of the model, and has it rigged and ready to texture and animate.


I made a menu, it's not functional but at least all the buttons and stuff are in the right place, which taught me a lot about UIs in Unity. Note the pride themed buttons.

I also wrote a tutorial on scoring and right of way, and I'm considering an endless mode, where you just go against a bot until it gets a hit on you, which is what the high scores would be for. That's a stretch goal right now, though.

Submitted (1 edit) (+1)

Day 6 for real this time:

I think I got the day count mixed up, and this is day 6 instead of 7. Anyway...

I got the menu to be mostly functional.


Hardy started doing the animation. (You're not supposed to wear a glove on your off hand, but he can't do that for symmetry reasons, so he's going to hide the left hand behind the back and hopefully nobody will see it.)


I forgot to mention, but Sebastian sent us a draft of a song for the main game yesterday, but said he might scrap it. I think if we end up doing endless mode we can use it, though.

Submitted

Day 7

Bit of radio silence for the past few days, as Hardy and I spent the weekend visiting his family, and yesterday just wasn't very productive.

Sebastian said he's incorporating some baroque elements into the songs, and also that he's starting fresh on them.

Hardy finished his Blender animations, which was right on time because I started familiarizing myself with animation in Unity, using his animations.

Submitted

Days 8 and 9

Hardy has been working on the player controller, more animations, and the sabre and South Gym models.

I've been working on getting the music integrated and the settings menu working.

Sebastian sent us a draft of the main game song.

Submitted(+1)

Days 10 and 11

We pretty much wrapped it up, and made the whole (bare bones) gameplay mechanic work in these past two days. Sebastian sent us the final draft of the main song; unfortunately we haven't implemented endless mode yet so one track isn't in the first release. There are several other features we wanted to implement but didn't have time before the end of the jam (practice mode, the high score page, feint attacks, runoff).