Fighting Game Prototype
A downloadable game for Windows
Prototype of a fighting game created to learn more about Unity and how fighting games work.
Characteristics
- Local multiplayer with 2 players. Does not have online multiplayer internally implemented but you can use Parsec.
- Supported devices: keyboard and gamepad.
- Training mode with multiple options.
Game mechanics
- Attacks
Normals:
- Light (L)
- Medium (M)
- Heavy (H)
Generally, light attacks are fast but have short range and low damage while heavy attacks have great range and high damage but start very slow in comparison. Medium attacks fall in between.
Some attacks will change if you hold the directional pad or analog stick in different ways.
- Forward + L: Anti-projectile attack.
- Forward + M: Overhead attack.
- Forward + H: Attack with armor to standing attacks.
- Forward/Down + H: Launcher attack with armor to air attacks. When it hits the opponent you can cancel it with a jump and start an air combo.
Specials:
Do a quarter circle forward (or backward) with the directional pad or analog stick and press any attack button to perform a special attack. Each special will have different properties according to the pressed button.
Super:
Do a quarter circle forward with the directional pad or analog stick and press L+M (or the shorcut button) to perform a super attack. Spends 1 level of the super bar.
- Chain combo
To perform a chain combo you have to press the attack buttons in the correct sequence, connecting each attack after another. Important: attacks can only be chained when they make contact with the opponent (hit or block). You can skip any button and jump straight to a later button in the series, but you can never go backwards.
General chain:
L → M → H → Special
Standing L and M attacks can also be chained in their crouched versions, so you could do:
L → L → M → M → H → Special
Moreover, you can cancel normal and special attacks in the air with a dash and extend a little more your air combo.
Examples of combo routes performed by @CasteHappy:
- Scaling
You have to bear in mind that the scale percentage will be increasing with each new attack in the combo, so the last attacks will generally be not as powerful as the first ones. Explore different routes to maximize the damage output.
Buttons
- L: light attack.
- M: medium attack.
- H: heavy attack.
- S: special attack (not implemented in the current version)
- L+M: dash (hold forward or backward to dash in that direction).
- H+S: grab (hold forward or backward to launch the opponent in that direction).
There are also shorcut buttons for dash and grab, instead of pressing their combination at the same time. All buttons are configurable for both devices.
Training mode
- Boxes
The hurtboxes (blue) and hitboxes (red) of every attack are displayed at all times.
- Data info
The damage info is displayed in a panel in the center of the screen.
- The scale percentage of the current attack.
- How much damage the current attack does to the other player.
- All the damage in the current combo.
- Stun frames of the attack.
You can also view all the framedata of the current attack: The startup frames, the active frames (when the attack can hit the other player) and the recovery frames.
At the bottom of the panel you can also see the frame advantage for both players.
- Training options
Set your first attack as normal or counter.
Set the second player controllable by the other player or by the machine with different options:
- Pose: standing, crouching or jumping.
- Guard: guard nothing or everything.
- Recovery: recover from a combo pressing up, down, left or right.
Credits
- Sprites are from Capcom vs SNK videogame series. All rights belong to their respective owners.
- Created in Unity3D.
- All coding made by me (Ansel).
- Many many thanks to CasteHappy and lastlight for testing and giving feedback during all the project's development.
Status | Prototype |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Ansel |
Genre | Fighting |
Made with | Unity |
Tags | Local multiplayer, Unity |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Gamepad (any), Joystick |
Accessibility | Configurable controls |
Multiplayer | Local multiplayer |
Player count | 2 |
Comments
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I wish this game had a combo challenge so you can learn combos.
It's hard to learn..
Thank you for playing the game!
The project is still a prototype for testing and maybe a combo challenge mode would be a little out of scope right now but you were right that the combo system was poor explained, so I've just updated the page with more info about the game mechanics (and 2 combo videos).
Nevertheless, a combo challenge would be an interesting mode in future projects, so I will take it into account.
Bye :)
Also, when I quit, and i save, they don't save ;-; (ControlS)
Sorry, I will fix it in the next update. Thanks.
Fun af game combo routes are nuts!!! thanks for the shoutout........
GOOD GAME