New options: Difficulty, Time and Rounds.
We just updated GFM to version 0.0.12!
When going into VS Mode, You'll now see a list of options before going into the match, you can change the required amount of rounds to win (1, best of 3, and best of 5), change the amount of time per round (30, 60, or 90 seconds, and Infinite time), and CPU Difficulty (Very Easy, Easy, Normal, Hard and Very Hard).
Very Hard difficulty should be nearly identical to the behavior from the previous versions. The rest of the difficulty levels were created by adding limiters and timers to make the CPU's decision making slower. Longer combos also become more and more unlikely to happen as the difficulty goes down.
The move list screen was also completely reworked. The new version is probably uglier than before, but I thought this change was necessary to potentially prepare for more content. The entire list is now generated dynamically from the actual data that makes special moves work. This means that if I add more special moves or extra characters, the move list is now gonna update automatically.
A lot of systems were also adjusted internally. I never intended to keep working on this game after the original version, so a lot of functionality, especially when it comes to special moves and specific interactions, was basically hard-coded into place without much room for adjustments or expansion. I've been working to fully separate system mechanics from character-specific actions, which means that adding things to the game is now much, much easier than before.
This inevitably leads to some things working slightly different than before, especially when it comes to combo scaling at the corner. Some combos may stop working sooner or later than they used to, but generally speaking most combos should still work the same, but maybe needing to use a different attack at one point or another.
A few bugs were also fixed:
- Double KOs no longer break the game, and they now properly move into the next round.
- Fixed a weird bug where the left stick for player 1 and player 2 would sometimes be swapped and control the opposite character.
- Fixed a bug where the KO text displayed "UI.DED" instead of just "DED".
That's it for now! You might guess from the system adjustments but there's a lot of things that are currently being worked on that I'm really excited to show-off. There's also some gameplay changes and additions that I'd like to add soon. The game is in desperate need of wakeup animations, and I'm also considering a bit of throw invulnerability right after you stand up. I'm also thinking that air-to-air throws are also potentially necessary considering there's already air-to-air blocking.
Whatever I end up doing, I'll post another update once that happens!
Files
Get Generic Fighter Maybe
Generic Fighter Maybe
Get ready to commit a violence in this generic fighting game with silly animations.
Status | Prototype |
Authors | Astrobard Games, Khao Mortadios |
Genre | Fighting |
Tags | 2D, Arcade, combos, fighter, Indie, Local multiplayer, Two Player |
Languages | English, Spanish; Latin America |
Accessibility | Configurable controls |
More posts
- GFM is coming to Steam!26 days ago
- New language option and improved input detection.57 days ago
- Training Mode's reset button can now be changed!61 days ago
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