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untitled wizard fighting game

6 devlogs
30h 8m

I making a fighting game not just any fighting game but a wizard fighting game. I love Local multiplayer fighting games. me and my brothers just every ones in a while open one and enjoy, but I had never seen a wizard fighting game before so I'm do…

I making a fighting game not just any fighting game but a wizard fighting game. I love Local multiplayer fighting games. me and my brothers just every ones in a while open one and enjoy, but I had never seen a wizard fighting game before so I’m doing that.

Mhmd

The last Devlog was the visual-update-devlog™ And this Devlog is the Audio-update-devlog™. Basically followed Brackeys’ tutorial on how to make a audio system but this time actually understanding the code unlike other times and adding things i want like random pitch and volume. anyways while watching I found a glaring issue in Brackeys’ code not any problem but an optimization problem my worst enemy. the problem was that every time something had to play a sound it had to find the audio manager object between EVERY SINGLE OTHER OBJECT and tell it to play a sound which is really performance heavy so i fixed it by using static functions.
Here’s footage of me(blue) playing vs. my brother(red)

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Mhmd

this Devlog doesn’t has as much things as the last two but am gonna talk about them any ways. This Devlog is the visual-update-devlog™ where i make a lot of stuff that makes the game look good and feel better and i think i did a great job. what i made was simple i just made a pixelating shader to make the game a look pixel art look, added post processing, added a class i called “feel” which handles a lot of things like spawning particles, screen shake, time freeze, ect. and also i made the dash work with a call-down and moving the player quickly to where he dashed not just teleporting there. the mane menu has not changed since last devlog though.

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Mhmd

I added one of the most powerful optimization techniques for games like mine where there is a lot a lot of objects on the screen like bullets or in my case spells and and that technique is call “Object pooling”
it works by rather than spawning bullets and destroying them after they hit something or after a cretin amount of time (which is bad for performance). you spawn them and store them in a pool and when you want to spawn again you just get the spells from the pool.
I also planed to make for each a character an attack and a special which i call an Ex so the mage’s Ex is a dash which i implemented it’s not done though because it has calldown but that’s gonna be easy

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Mhmd

I added so much stuff it’s finally a full game with a game loop not a finished game not a polished game all it maters is that it has a game loop. anyways here is (mostly) all the things I added:

  1. added a knock back system
  2. made the game work like brawlhalla with the HP being the knock back multiplayer
  3. reworked the knock back system
  4. changed the player movement a bit so when you shoot it doesn’t make you rotate 180 degrees
  5. added a camera movement system
  6. reworked the knock back system (again)
  7. added a lose screen so it’s a full game loop
  8. there was a bug that if you shoot while in the air the bullet will hit you and the knock back will be flipped landing you back again on the arena, but it was so much fun so i turned it into a feature by making that you can only do it a certain amount of times in the air depending on the character.
  9. added the first character model in the game which is the mage no animations though
  10. reworked the knock back system (bruh)
    yeah this is (almost) every thing i had done. there is some thecnical stuff that i did and didn’t mention because you won’t see it.
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Mhmd

I Made a lot of things, so here’s every thing I made :
1_ Made the player’s shadow look like a shadow
2_ Changed the Input System for the new Input System
3_ Added the ability to shoot
4_ Made a mane menu which has a character select menu and a ReBinding Menu which is where the new Input system comes into play and all the keys are also saved so you don’t have to do the buttons every time you play

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Mhmd

I made movement with every single variable i could have added took me so long because i tried to add jumping but changed my mind. and also i added a shadow.

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