I have removed the double (super) jump feature to stop the dwarf flying into the atmosphere, simple to do and very little was effect. Good start. Basically opened up the stance file and deleted it. then deleted all the links in moves associated with it.
Pressing Right + the letter “h” would make the dwarf do a back flip and then combo link to superjump, as that’s been removed the dwarf no longer flies away and the opponent get launched into the air ready for an air combo (the dwarf’s recover time from the flip is currently to slow for him to react and start a combo).
Pressing “h” would start a back kick that linked to the kickflip attack automatically, this has been removed as Right + “H” does the kick flip.
“J” is currently obsolete as it is also mapped to the kick flip but has stages of power linked to how long the button is pressed…will be ignoring that for now.
7/29 moves have been assessed and tweaked so far…….
The dwarf also now has an intro move, have yet to add a cinematic camera angle to show it off better but this was mainly just to test how easy an intro move was to do…..last time i tried it they actually caused damage before the fight even started!
The basics of the dwarf are now complete, hes not finished and needs some polish but hes useable. Minor testing begins!
First tester could beat the easy CPU and could win at least one round against the medium CPU but couldn’t win once against the hard CPU. Second tester was the same. Even i couldn’t win against the hard CPU, i could manage 1 round before getting pummeled.
To speed up the fighter i need to link moves together, this means when you punch the fighter doesn’t need to start from frame 1 to punch again or kick or whatever speeding up combat in general. This also keeps the “flow” going and makes the animations more natural. However i need to keep mind the balancing of this character as i don’t want him to be overpowered.
Linking move rule: Light -> Heavy attacks is okay but Heavy -> light attacks is not and will require the full frame time to perform. basically Heavy attacks are slow to counter the high damage and light attacks can be combined very quickly because they deal out very little damage in comparison.
Almost every move has an incorrect block box that simply covers the entire character model rather than the limb that’s causing the damage, a lot of the active frames for causing damage were either very late or wayyy too early and finally as the dwarf is going to be half the size of most of playable fighters the forces applied to moves need to be halfved….time to get started on a justing every hit box for all 23 combat moves. Urgh.
Took about an hour to sort through all of it but that’s finally all organised, I have also given Agnur a cinematic intro/outro.
As you can see from the above video the combat for the dwarf has drastically changed from the awkward slow movements to a very fast flow of combos and air based attacks. It requires some polish and the damage for all moves will need to be balanced once the rest of the fighters have been made but he’s almost done!
Last thing on the list to do is ….the UTLRA MOVE.