After a couple of very busy months, we’ve gone to Steam Greenlight with the alpha footage of our upcoming game Basher Beatdown. This seemed like a good starting point to start a WIP thread here since the basis is done and it’s far more likely that we have a couple of interesting things to share each week
Description:
Basher Beatdown is a fast-paced local multiplayer physics based arena brawler where you feed your enemies to a Behemoth! Embrace the fast-paced mayhem and compete with your friends across multiple levels in a variety of different gamemodes!
It’s been a while since I posted an update on our game, and luckily there’s a couple of big things that have changed since then:
Steam
We’ve been greenlit, yay!
AirConsole Release
We released a separate version of Basher Beatdown on AirConsole. We’ve created a separate art style for the levels to make this more clear. Other changes are simpler levels with bigger gaps in the level design, longer nockout times and bigger pickup triggers to counter-act the delay that input from AirConsole has.
To counteract the fact that a touch controller isn’t as accurate as a normal controller we’ve also implemented some aim prediction (the input direction gets offset by a couple degree to avoid dashing against platforms) and still jumping a couple frames after a player walks of a platform.
AI
After finishing the AirConsole version, work on the AI has finally begun. Currently the jump/dash physics prediction is almost ready, which I will probably post something about soon!
Modular Characters
We decided to redesign the characters into a more modular setup. The characters now share in-unity animations, instead of each having a frame animation. It’s much easier to make new characters now and every character can be assigned a wider range of colors!
Here’s a video of the programmers implementing our own heads when the artist wasn’t here