Super Combat Jr 2 Part 1

Two months ago we said we’d make it. We finished it two weeks ago. And then we showed it off, twice. The first showing was at Gib’s Bar right here in Madison, WI. I work here and this is the place Sujan and I decided we would make videogames together. It was kind of beautiful that all of our friends came here to participate in a tournament.

The concept was fast paced multiplayer Zelda. We already demoed something similar with CJr1, but the big thing here was having a ton of items that 1) were easily selectable and 2) varied a lot more than the sword and bomb from the first game. Each item presented a big challenge and being able to have variety from within each class was an interesting smaller challenge.

#Beatles #unity3d #voxel #pixel #indiedev @pictures.i.steal @suj.n

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We already had the sword class from CJr1, so we then put together the melee hammer. The Bend Hammer enabled us to make the World Mace, Tomahawk, and Treecutter weapons fairly easily. Each weapon was given a startup, active, and cooldown timer in the Unity Editor so we could adjust things on the fly. Even though this gave us a lot of headaches upfront, this implementation helped immensely later on when we were balancing.

#bows and #arrows #indiedev don't worry we fixed it

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The Bow & Crossbow were similar to each other, but the bow appears on button press, releases the arrow after startup, and is gone after active. And the crossbow is invisible until after startup when it also shoots. In future versions I want to be able to have different animations for each startup, active, and cooldown.

#bows and #arrows #indiedev don't worry we fixed it

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Item select was a lot more complicated than we anticipated. It had this select screen but also we had to code each weapon to be a function of a variable button. And while most items were controlled by a button press, introducing shields as button holds complicated things even further. I would say it took us three weeks to get this to be functional – we developed this game in eight!

#Working on an arena for #CombatJr's #sequel #indiedev #indiegame #pixel #voxel #magicavoxel #unity3d

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Making the arena was fairly easy. The arena here is larger than the arena in CJr1. At first the arena felt fairly large, but as we got more items and put four players into the arena it started to feel a lot smaller. We tweaked the gameplay to fit the arena size and it works fairly well. One secret – if you have perfect aim with your analog stick you can shoot the crossbow across the screen to score a quick hitting 2 damage bolt.

#magicavoxel #voxel #indiedev #zelda #notzelda

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Not Zelda 🙂