Rework the footwork system, especially the side steps since it's the basis for create angle🥊
Work on fine-grained motions next, like telegraphing cue before a punch so a punch can be read.
After that, I can finally start to work on NPC and add Damage & Stamina Systems.
Replying to @KysanZZZ
Appreciate your compliment, I first dream about this idea more than a decade ago, and I worked on it for almost 10 months now, so far the only part those LLM based tools is useful in this project or my other works is help me to speed up certain math & algorithms researches
Replying to @doberes
Exactly, procedurally generate motions base on player inputs is 10X harder than traditional canned animation based method, especially for the same level of motion fluidity (half sword is probably the ceiling right now). There will be character customization and modding tools later in the development of this project as well.
Replying to @DarkRazielX
Dead or Alive 6 Last Round is truly a disaster, guess that IP it's only Dead and no longer Alive from now, RIP DOA🪦
Replying to @doberes
Glad you can see the real values here, it's always hard to find the good ways to explain a new thing, and even harder to make people accept it, you are actually the first one seems paid attention to that name for the core system.😆
But in essence, the whole system is designed around controls so player can moves their boxer very intuitively like the way they would box in real life.
Replying to @HentakuGames
Glad you love it🍻, core focus is simulating the sweet science with most intuitive control, so player can use real life boxing skills base on how they mover their boxer
Replying to @AofCastle
Thanks my friend, it will only get better from here🍻
Replying to @Fiendwo_AFace
Thx man, simulating the sweet science itself is the No.1 focus here, good looking characters are a plus
Replying to @NftTeller
It should be possible to use Steam Link to Remote Play on PC from any smart phone, or at least use phone as controller
Replying to @AfterDark_Crim
I'll decide it during announcement on steam, feel free to suggest anything before it🍻
Replying to @MTanoia85913
Thx friend, there are still quit a few very important parts need to up to a certain quality before I'll build a steam page & open playtest.
My times are tight recently, but I'll at least put few hours in it everyday so people can play it sooner.🍻
Now block & catch punches also works for bare knuckles✊
Compared to boxer with thick arm and big gloves, defense with thin arm and bare knuckles will physically more likely get penetrated
Replying to @RefractiveENT
Must feel super good! and it will hit 500 reviews in no time🍻
Testing some defense moves, now we can catch or block jab, cross, hook, uppercut from either side to body or head by simply move the hand to a desirable position and hold it there.
Replying to @Voxlessa
Yeah, there isn't any timing or aftermath issue, since hand position following the mouse position exactly, and rest of the motion are procedurally generated in real-time then driven by physics simulation.
The part I messed up which resulted in this funny looking bug is I confused the order of a few quaternion multiplications when calculate the spine rotation during uppercut motion
Replying to @max_futt @HyperMadGames
I'll decide it when I setup the steam page within a few month, in the meantime feel free to suggest anything you like
Replying to @TheCodeMonkey_
Thx man
To your question, the simplified overall system works as follow:
Player controls the boxer's head & hands position on the screen with mouse, then Boxer's movement is entirely procedurally generated base on player inputs & character anatomy, physics component works on top of it to allow boxer physically interact with the environment
