Hoof’s Fury Developer Log #1

Hoof’s Fury Developer Log #1

Welcome all to the first post in what will serve as a devlog and behind the scenes of development for the upcoming fighting game “Hoof’s Fury”. Each log we post is going to be taking a look at a different aspect of HF’s development, allowing all of you to see the game come together over time.

Today we’re talking about palettes and having a brief look at combat.

Palettes
In HF you will be given the option to choose which colour palette you want to use for your character – this is a mainstay in all modern fighters, however, we’re stepping away from using button combos to choose and are instead bringing up a second selection option after you lock in your fighter, this allows you to better see the palette before committing to using it and gives us the ability to bring in a feature which we didn’t do in Aurora…

P2 Colours
That’s right, if both players choose the same character and colour palette, P2 will be defaulted to the next available one – no more getting confused at who is playing who in these situations. You may also notice that the P2 colour used for Pinkie in this image actually doesn’t exist in Aurora, this is because palettes are being handled by a shader in Unreal Engine and the palette seen here was custom made for this test. (It is worth noting that Pinkie will not be a character in HF) .

VS Screen
This simply just showcases who is in the next fight, giving players a bit of warning about who they’re fighting next, this is especially useful in online modes because knowing who you’re fighting into before the first round starts gives players a little bit more chance to prepare themselves, especially if the matchup isn’t great for them. Displayed on here is also a random tip, if loading takes a while for whatever reason, this tip cycles through every so often.

Online
HF is being developed with online built-in, this gives the added benefit of better netcode, in which we’re utilising rollback – which is just better overall. Playing HF online will feel a lot smoother and should be a lot more accessible. There isn’t much to say about online as of right now however.

Combat Mechanics
Whilst it’s still very early, HF’s combat is starting to take form – anyone who plays Fighting is Magic: Aurora should feel right at home with the control scheme. There will be some minor changes to make HF feel like its own game, such as a new defensive tool being brought in (Some of you may have noticed the additional resource in this) – this new defensive tool is replacing combo teching, but will keep the playing field fair on both sides – what could it be? We’re excited to hear your thoughts and theories over on the Fighting is Magic: Aurora Discord server.

Until the next update, that’s it from me.

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