This is meant to be a record of ideas and issues we need to implement for the game for the future, or issues we need to address
- Event timers
- Timer class, can call an animation event, when animation plays, trigger other code, in eventcomplete(do other stuff)
- Making actual input handled as method of fighter class Fighter.punch
- Passable timers
- Keyboard inputs, virtual buttons (no downduration) update controller class
- Hit stun, diminish returns
- third hit does a launch (combo system?)
- Implement a queue or linked list for attack combos,
- On time presses
- FrameBuffer
- Roman cancel
- Gameplay testing, breath system or launch combos, different ways of escaping combos
- We need strong silhouettes for fighters (makes characters easy to see and read
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- Windup Frames (pre attack, arm moving back, etc)
- Attack Frames (Fighter is now actually attacking)
- Recovery Frames (Attack is over, returning back to idle, Arm is being pulled back)
- https://youtu.be/EDlbJdmo7KE (streetfighter 5 art and development GDC video)
- https://youtu.be/Mw0h9WmBlsw (skullgirls GDC video, 2D animation tips for fighting games)
- https://youtu.be/dSxk7THBnxY
- http://zweifuss.ca/ (website with streetfighter III 3rd strike sprites of all fighters and their animations)
- http://www.fightersgeneration.com/main.htm (website about fighting games in general, checkout the character section for more art references)
- https://youtu.be/Lt8cKQx7gm4 (importance of Fighting game character design)
- https://youtu.be/0U6ahedifJE (what makes a fighting game worth playing)