[WIP] Double Tap Engine - Indie Fighting Game (Playable Build 10/11/2015)

[Update 09/04/2015]
You can follow progress on the game at www.dt-engine.com

Latest build (10/11/2015):
http://dt-engine.com/?p=197

Latest Footage:

[Original Post]
Hey all, my name is Will and for the past few months I’ve been working on a fighting game that I’m currently calling Project Double Tap. I’m still building the engine and all of the art assets are temporary, but I’d like to get some eyes on it if possible.

For the most part, the game plays kind of similar to Street Fighter IV as far as engine mechanics go.

  • 6 attack buttons
  • Hold back to block
  • Jumping and landing functionality
  • Light attack chaining
  • Link heavy combos
  • FADC-like mechanic (PowerCancel)
  • Kara cancelling
  • Plinking
  • Negative edge
  • Some input shortcuts

Some interesting things you can do:

  • Forward and backward short hops. Hold up+forward or up+backward after inputting a dash to perform a short hop in that direction. You can perform all angled jump moves during this.
  • PowerCancel. MP + MK to perform. Currently has no hurt boxes and after a small window (red particles) you can perform any move. Can be cancelled into by most attacks on hit and on block. I plan to make this more like a parry when used raw.
  • Far MK and Far HK can be forward dash cancelled.
  • Far HK launches
  • Crouch HP can be jump cancelled when used as an anti air.
  • Jump MP is two hits and juggles.

There are three special moves right now:

  • Light punch fireball (down, down+forward, forward, light punch)
  • Light punch uppercut (forward, down, down+forward, light punch)
  • Light kick scissor kick (hold backward, forward, backward, forward, light kick)

Screenshots:





Play the current build here:
Web
PC

Keyboard Controls (fightstick also supported):
Up = W
Left = A
Down = S
Right = D
Light Punch (Jab) = U
Medium Punch (Strong) = I
Heavy Punch (Fierce) = O
Light Kick (Short) = J
Medium Kick (Forward) = K
Heavy Kick (Roundhouse) = L

There are some options you can mess with like block settings (Off, Auto, All) and image effects.

Thanks, let me know what you think!

Update (3/22/2014)

Quick video showing off some new effects and general gameplay. Build links above are also updated.

2 Likes

Its good for now I like kicks , and as player I think you could work on art in next period !! Keep it up !!

really nice, do you gonna sell it on asset store as a template? :smile:

Haha thanks!

Nope, just as a standalone game.
But if you’re looking for a fighting game template, check out http://forum.unity3d.com/threads/218123-RELEASED-Universal-Fighting-Engine-(UFE)

Playing this, it has great controls :smile:

Bug Report: When I’m too close and use L (heavy kick), it doesn’t show the animation. S

You’re actually getting Close Roundehouse, which is a two hit move with no animation. If you have the hit boxes on you can see where it hits.

Glad you like the controls, overall feel is my biggest priority.

New build is up if you want to check it out
Web
PC

Also added a new video

I played the game. So far so good! :smile:

What I would like to see, is a fast dash forward or fast dash back, like if I double tap the A or D buttons. Also, IMO, if I am too close to do a kick, don’t allow me to kick - because my feet don’t actually move and I just see the effect.

Just some thoughts! Looking forward to more builds!

Cheers

New build is up!
Web
PC

First iteration of the momentum mechanic is implemented:

Offensive:

  • Land successful moves to gain offensive charges
  • Create 7 offensive charges without taking any hits (landed or blocked) to active Offensive Momentum. Gives access to one powercancel usage (mp + mk when landing most hits)
  • Get hit while OM is active and it will immediately disable it.

Defensive:

  • Similar to offensive. Block 3 moves to gain defensive charges

  • Create 3 defensive charges without taking any hits (landed) to activate Defensive Momentum. Does nothing now but will give access to one counter usage (mp + mk when in a grounded idle state)

  • Get hit while DM is active and it will immediately disable it.

  • Added a bunch more effects

  • Changed the way pushback behaves. Now for all moves (excluding lights) will wait until the active frames have finished until it starts pushing back.

Thanks man I’m glad you like it.

Eventually there won’t be any moves without animations, but I wanted to fill out his moveset for the most part and don’t have a lot of animations. There is also currently a

Updated build:
PC Download (18 mb)

Some footage from streaming earlier:
Twitch

Just gonna necro this thread with an update of some new footage

I’ve started posting downloadable builds!

Latest build:
http://dt-engine.com/?p=106

Footage:

New build:
http://dt-engine.com/?p=112

Footage:

good combo haha xD

1 Like

New build:
http://dt-engine.com/?p=118

Footage:

New build:
http://dt-engine.com/?p=130

Footage:

1 Like

New build for today:
http://dt-engine.com/?p=149

Footage:

New build up:
http://dt-engine.com/?p=154

Made some big changes to how hurt/move/grab collision boxes are defined for the character and referenced by moves. There’s a decently long write up on it in the blog post.

Footage:

New build up, been doing a lot of work on performance and animations

http://dt-engine.com/?p=197