This week, we're experimenting with shields! So, how does it work? Basically, the idea so far is that if you hit your enemy fast enough (as if it was a combo), you will deplete their shield first. This means, going from 100 to 0. When 0 is reached, the enemy gets stunned & can be executed within a short timeframe. If the enemy is not executed, they will start regenerating their shield over time, unless they get hit. If hit when their shield is down, they have a normal HP meter that will keep going down if you hit them. If their hp reaches 0, they can die without being executed.
At this time, we're experimenting with gameplay changes, and we're trying out stuns. I cannot express how much of a difference it makes during gameplay! IT'S SO MUCH FUN! Let me tell you first that this is very early in the prototyping phase and we're not fully done with the idea. So, how does stuns work...?
We've been working day in and out to finish on some of the more difficult aspects of the game, like networking, matchmaking & menus. This means, there hasn't been too many updates revolving gameplay changes or even many new and exciting images for FIGHTWORLD.
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. In this lastpart, I'll try to explain rigging & the final touches of a model.
Welcome back to the Rekt Games devblog! This week, we have our PART TWO GUEST POST below! This week, Christoffer will be explaining the concepts behind UV modeling & texturing.
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. From creating a 3D version based upon a concept. Base blockout/Modeling is where it always begins. I have a model to act as a reference model, in this way I can have a sense of scale so that a helmet, glove or even a door are created in the same size fitting to the character.
This week, we have our own Johannes guest blogging! Here's his text: Hi I’m Johannes, I’m an all arounder here at Rekt Games. I do everything from concept design, rigging, animation and code. But mostly I’m responsible for the art style. This is the first part of my thought process for updating the art style of our game, describing the shirt design.
Now that we've kind of set the foundation for FIGHTWORLD, we're ready to expand on ideas. One of our ideas is to dress the maps in different, vibrant and fun environments.
We're planning ahead now, and one thing we want to develop further is gameplay depth. We want you to have an added mini-objective, a purpose when you have extra time, that can reward you as a player in a moderate way (that's not too overpowered).
On the 22nd of December, Rekt Games had its' own, self funded first Official Open Tournament ever. We made it for Fightworld, and boy was it fun to watch! With that said, congratulations to all the three winning teams, and thank you everyone who participated & watched. You mean the world to us! So, what was the results? These were the winners: 1st ($700 + the golden cups!): BAM 2nd ($200): Flerp 3rd ($100): Maskinerna