Last Push


Devlog #1 - 'Armor and Crit'

I decided to create a crit system that does 100% more damage. As for it's interactions with armor, any attacking ability that crits on an active armor

immediately breaks it making the enemy unit vulnerable. It's very simple and looks good on this high health dummy.


Devlog #2

I decided to implement a dramatic cutscene effect during this develomnent phase. This is a simple effect where the background turn to black when a unit

is performing a special move. Although it works fine it's a bit distracting and requires a bit of polishing.


Devlog #3

An update to Electris's ability. She's a boss enemy that the player fights against at the final level of the game. So far I gave her a few abilities

from an "Electric Thrust" to an "Electris Burst". The AI is pretty basic and would require some polishes.


Devlog #4

A more detailed asthetic to the game. A working cutscene with dialogues. A few polishes here and there really made it look good and pop out really well.

Some changes have been made like the "BG to Black" effect that happens after an ability cast. Now the bg changes its color to fit the theme of the
ability caster. There's also a camera zoom, vfx, and an "Ability Name" at the top when the ability is casted to give it more life and make it look good.

So far this is still a work in progress as some things are still going to be changed.


Devlog #5

Game Level 3, 4, and 5 created.

#Updates

- Interactive Dialoge system <although options have no effect on the game>.

- Interesting story system and in-game interactions.

- Advanced AI for PonyTail

- Garrage Door mechanic <this spawns units when the door is opened> that PonyTail has access to whenever she feels like it.

- Better looking healthbar UI on characters.


Devlog #6

The final level of the game "Electric Vs Karrin: The Revelation"

- Advanced AI for Electris

- New animations and abilities for Electris.

- New Cutscenes


Devlog # 7 and 8

- Better camera smoothing and less rigid and static camera movement. Also camera pans to close enemies for better focus and no blind spots.

- UI indicator of enemies at the edge of the screen.

- New Character "Hammerhead". Character bases on grabs rather than basic attacks <although said attacks come out sharp>

- polish to AI <specifically Electris and Hammerhead>

- new feature "Grab" mechanic.

- better barrel interactions <chopped off collision physics between characters and added particles>


I'm honestly really proud of this game as I put in a lot of work into the animations (considering I'm not the best 2D animator 😅).

Files

Modern Fighters.exe 92 MB
99 days ago

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