[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.
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.
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!
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
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.