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THIS IS IN DEVELOPMENT

The system is demonstrated through a fighting game. This contains:
• Arena (gameplay area)
• Menu/UI
• Implementation of the Let’s Fight! System as the primary mechanic in the game.


The orientation-based input is based off three things.

  • The rotational yaw, where the player is looking, Split into top, mid, low. 1D
  • The directional input they are pressing, split into forward, backward, left, right and neutral (for no direction input). 2D
  • The action. Attack, move, block, etc.

This is combined to produce one of 12 versions of that action producing a 3D result in the direction they are indicating. Each of these 12 move slots can be customized with a specific move to create new characters.

  • F = Front
  • L/R = Left or Right (usually a mirrored action to make either choice viable)
  • B = Backward

Some techniques have the effect of charging the character’s orientation

Actions:

  • Attack
  • Block
  • Interact
  • Jump
  • Movement (or lack thereof)
  • Cancel

States a character can be in:

  • Neutral state (where a character normally battles)
  • Sprinting State (currently in motion, has a limited set of actions and limited direction)
  • Air State (in air. Has a unique set of actions to take)
  • Grounded State (on the ground. Has a unique set of actions to take.)
  • Block State (Will automatically block an attacks)
  • Parry State (Will block based on conditions and retailiate)
  • Grabbed State (You are in this state when held by something else)
  • Holding State (You are in this state when holding something else)
  • Reeling State (Someone who is stunned and cannot take an action)
  • Dodge State (Character has invincibility frames)
  • Cancel State (A transition state for self-interrupted actions)


StatusIn development
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorhpresny
GenreAction, Fighting
Tags3D, directional-based, Unreal Engine

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21-05-29 Let's Fight! Build 634 MB