Decided since it’s the 11th month of the year to write a dev log about the progress of my current games and projects.
MerFight: A Show, UVs, and More
MerFight has been making steady progress. I’m trying to update builds regularly on itch.io and GameJolt. In late October, I took the game to a local indie game showcase presented by Bit Bridge in Pittsburgh. I think it went well. Players seemed to enjoy the game and understand the input system relatively quickly. There were a lot of “Wait, how did I do that?” questions, which is understandable. Demoing at any shows can be difficult, especially a fighting game, and even more so if the show is not fighting-game-centric. Regardless, people seemed to enjoy it. Here are some things I learned for the next update:
Making Marketing Materials Is Hard
For the show, I wanted to make a brochure for the game to go over the different features of the game and whatnot. Unfortunately, I decided very soon before the show to do this. So it didn’t quite come out as I would have liked it. Even worse, I forgot to include a link to the game’s itch.io page for downloading. Fortunately, I only got 25 printed from Staples; amusingly, the person who gave me my order even seemed interested in the game, which at the time, really caught me off guard.
Additionally, I made a poster to put on the monitor displaying the game. I was able to get it working with some “duct-tapery,” but it did not look very clean. Regardless, the lesson is to start marketing materials much earlier and test things out beforehand.
The only real crash in my game occurred when someone tried to use the online mode. I didn’t bother connecting to the Internet, so the game just threw an error. So I was happy I didn’t come from the show with a huge list of blocker bugs to fix — though I’m sure there will still be a ton. That being said, I did notice one major gameplay flaw, that being that most of MerFight’s attacks don’t have enough pushback. I watched one match where the player just light and heavy kicked to win. Even when blocked, the distance between the players was so small, that the winning player easily was able to just walk up and continue spamming these attacks. I also think lack of pushback is a complaint for Battle High 2 A+, so this will be something I will be addressing in the next MerFight build.
I started working on new characters for MerFight. There’s Octonia, an octupus-inspired wrestler, and Naeco, a clawed fighter dealing with barnacles. (And yes, I know Naeco is just ocean backwards. It was either that or Aes.)
I’m at a crossroads now that I’ve made these two. Should I continue modeling the rest of the game’s cast or should I move onto animating them? I have this bad tendency to do one task — create a character — then move onto the next part — animate and implement the character. When it comes time to repeat the original task for a new character though, I forget a ton that I learned, even if I document, it’s not as fresh and sometimes I miss nuance in said documentation.
For example, I’ve greatly improved the texture maps for the characters. For comparison, Strike textures include:
- Body, Arms, Legs, and Head
- Upper Teeth
- Lower teeth
Meanwhile, Octonia only has
- Body, Arms, Legs, Head, and Nails
- Teeth, Eyes, and Tongue
- Tentacles and Hair
Essentially, I almost cut the number of meshes and textures in half. Had I moved onto animating her and not creating Naeco, I wouldn’t have found a way to simplify it further. I found a way to put the eyelashes onto the new texture, which is nice because I know longer have to deal with a sub-material setup in 3ds max or Unity. They aren’t hard to setup, but can be annoying.
By default, Character Creator 3 characters have their arms, legs, head, body, nails, and eyelashes all split into submeshes, which require one texture and material for each. This isn’t the most efficient, so I now have a way to combine my meshes and materials and require fewer meshes. In the UV above, there are some large gaps, but this is where Naeco had mesh removed to prevent intersections with his clothing. The current UV setup is done so that it can work with any character from CC3 regardless of how much of the original mesh is intact.
I’ll be writing more on this process in the next couple of days, probably posting here, with some additional info on my Patreon.
So what’s next for Merfight? Well, again, I’m unsure if I should model the remaining 5 characters or begin implementing Octonia and Naeco. I’m leaning towards more modeling, especially because, in reality, I’m going to have to remodel or at least make fixes to the remaining characters, so I could, in theory, do a first pass on the rest of the characters. Additionally, I may find some more ways to improve my pipeline and process.
Regardless, I’d love to get one new playable character before 2020, but if I decide to model the remaining characters, this may become rather difficult.
In addition to creating characters for MerFight, I’ve been working on some prototypes.
The idea behind this prototype is that a lot of fighting games seem to focus on getting your opponent in the corner. Though I know there are some 2D fighting games without corners, I wanted to make one that definitely doesn’t have any. Plus, I think the circular concept could create an interesting perspective or, for example, have projectiles that travel the entire circle or something instead of just disappearing off screen. I also want the surface to not be flat either. This is probably about 5% done, but close to have an early build for people to test, see if the online works, etc. I’m not sure of the theming yet, but this is still something I’m interested in pursuing.
2D -> 3D Fighter
A few months ago, I wrote a tutorial on creating a 3D fighting game camera using Cinemachine. This began because I was experimenting with a game that used both a 2D and 3D camera and switched between them. In my head, I feel it could be interesting to have a game that plays like a 3D fighter and then a 2D fighter. This is even barely in development though, and probably something I won’t touch for some time.
Despite having prototypes in the works, MerFight is my main focus as I’d like to finish it before 2022 (hopefully earlier). Just, as a solo dev, this stuff takes a long time. Fortunately, having shown off MerFight in October, definitely did help with my motivation.