A Plan

I now have a specific short term goal, which i’m using to help direct my TODO list. How to get to Playtest 1. What is the minimum set of features that need to be working so i can get a couple friends to check it out.

Some maybe interesting unity thing for user accounts/login?

Added simple isLocalPlayer to the Entity class. This should be enough for the client-auth damage/hit-reaction stuff to move forward.

Oh yeah, got a really nice and simple sprite flash class, which i think will be used for reactions but also HP related displays (yellow tinge, red tinge…)… so i do have to wire that all up, and maybe make an API, but that is a big item on the way to the first play-test, very excited.

How to market your game, pretty interesting, good advice. I’m not really interested in marketing the game… i’m not even sure about selling it yet.

Ok, got the hit reactions in using that new sprite flash thing, its sweet. Also added in local player auth for taking damage and dying. And respawning after 3 seconds! All working over the network. I really have to add some enemies or something, so i can test all this more easily! I think on the TODO i just have the timing/value updates for the weapons, and since we are only going to have the one weapon for all players, that is pretty straightforward.

Spent some time re-timing the frame durations for the attacks and the cooldowns, as well as the hit-staggers.

Idle: 20, 20, _loop
Jab: 8|jabBox, 5|hitOn, 10|hitOff, jabComplete|Idle
Slash: 12|slashBox, 10, 6|hitOn, 12|hitOff, slashComplete|Idle

Jab does 11 damage and a 12 frame hit-stagger. Slash does 17 damage, with an 18 frame hit-stagger.