Devlog #6
As for January to February, we were busy testing our game to the closed local community, and despite the pandemic times, and the limitations to try the game thoroughly because we were unable to test the game directly with the player and having them send the file instead, while the game only consists of local multiplayer, it was great and we thank you so much for people who have participated in the testing and give us the honest feedback. We are excited to continue this project, and we might as well create the demo to test our game publicly!
While working on our project. Actually not much was happening due to preparation for thesis and semester tests for each member (Yes, we're still in college). But we managed to make any progress as possible. Here are some updates
- Merlin now has improved animations. Based on the feedback, Merlin's animation was decent but it lacks extreme keyframes. That being said we need to make the keyframes of animation to be more extreme, and also adding some personality to it, because Merlin seems like just a decent fighter across a street without any specific personality to it. We felt that too and then change some of the animations. Here are some videos to show them :
- We also have made some improvements on the knockback. We added some angles to make the character looks at velocity. We still try to perfect this feature. We also add some duration on how long the character can be in a certain knock-backed state. If the duration of the knock-backed state is still more than zero, the character will bounce when he/she hits the ground while in knock backed state. However, if the duration is up, the character is able to recover when the player presses the button or automatically recovered when he/she hits the ground.
- We have added a new stage design! we still try to measure the right size for it, since some feedback says the platforms should be longer because this game relied on projectiles and long-ranged spells like what mages do. We have designed it several times.
- We have started to animate the third character, Ito Hanze. This would be challenging because, unlike any other mage, Hanze is a shinobi, using a ninja-to, and while animating him, we are also doing some research on how usually ninja uses ninja-to in real life to make the animation authentic and goes into perfection. It is tough, but we love challenges!
Those are the progress we've made so far. We will have more free time from college after this February so we will ensure that more content and features will come, and you guys can check all of those updates in our socials here.
Thanks for reading this development log, and have a good one!
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Thaumaturgy : Cast and Clash
Simple platform fighter game with resource management mechanic
Status | In development |
Author | Rize Up Studio |
Genre | Fighting, Platformer |
Tags | 2D, fight, Multiplayer, platform-fighter, smash-bros |
More posts
- Devlog #7Apr 03, 2021
- Devlog #5Jan 15, 2021
- Devlog#4Oct 26, 2020
- Devlog#3Sep 06, 2020
- Prototype Released!! Devlog#2Jul 15, 2020
- Prototype Devlog#1Jul 06, 2020
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