Fighting Game Devlog

So been playing some Guilty Gear Strive and in a burst of hyperfocus decided I was going to write a framework for a traditional fighting game in Godot. And make it a nice polished plugin. I also got Smack Studio in the steam winter sale and wanted to crack into using that.

Starting point isn’t too bad, got inputs working and the backbone of the input buffer

The scary part is organizing the animation tree state machine, this is just the starting point. In case you are curious, a straight jump is a forward jump with no forward movement.

I don’t know how I’m going to handle attack animations, and am a bit scared, but I’m sure something will happen.

I think this is a neat programming challenge. It’s like Tetris, the basics are easy but the minutia and edge cases are where things are interesting.

If anyone has advice or suggestions please let me know.

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I have no advice or suggestions since I understand fighting games even worse than I do gamedev but I love this and look forward to see where it goes

Having done 7drl and roguelike programming, I prefer this squishy timing and state machine nonsense to trying to wrangle data structures.