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Arbiter - Monthly Recap - November 2021

GOOD AFTERNOON BEAUTIFUL GAMERS AND GAMETTES!!!

It's finally that time of year where I blast Christmas music and excitedly run around the house in my birthday suit. Pillsbury doughboy cookies fill the stomach and the 1964 Rudolph the Red-Nosed Reindeer plays on loop in the background purely for its historical ARTISTIC MERIT. Occasionally, I also make wolf boys.

With that, Wolf's form is pretty much finished! I still have a couple of things left to do, including some extra VFX work and breakdance juggling, but otherwise we're good to go! I spent the entire month programming in order to get him in-game and I can safely proclaim that he's fun to play. We did it gamers!

Truthfully, there's not much to talk about. Everything went according to plan, and we now have us an infinitely comboing beast that will probably require the game have an epilepsy warning. But you know what? We do what we must for the Goddess of Style.

Anyways, to keep things simple I'm just gonna go ahead and show off some of the neat things our furry boy can do! To start, I made it so he can hold the grab ability in the air to perform a sideways Izuna Drop 🙂

One thing I'll be giving the forms lots of is more conditional hold actions like these. Basically moves that change depending on whether you held the button down or not. 

The primary example of these held actions would be his basic attacks, which can be held to transition into a launcher on the ground and a bouncing-reverse-launcher (?) in the air. Oh, he also has a homing attack.

Put them together and we can do all kinds of fun stuff! These are just a few of the actions that have been changed for Wolf, but there's plenty of little touches like this spread throughout, and I'm sure I'll add even more as the project continues. 

The last thing I'd like to show off for now is his special attack! Each form has a basic attack and special attack that make up their core moveset. Abilities are separate, equipped actions that are more or less consistent between forms but with slight variations between them (like our Izuna Drop). 

The special attacks kind of reflect the core mechanic of each form, and are intended to be woven between basic attacks and abilities. In Wolf's case, since his combos string infinitely, his special attack acts as the finisher, and changes based on how long/stylish his combo is. Short or no combo? A quick little flipping-slash with both claws. Full length combo? Well...

Throw that at the end of a string and anything and everything should just die. ‍I'll be adding some more VFX to these soon to make them all the more special!

Anyways, that's it for this month! I'll be showing some more fun stuff over on Twitter so keep an eye out! There's actually a nifty little combo over there right now, come to think of it...

I'll probably spend the first bit of December polishing up Wolf, and after that I'm gonna start prepping work for the next form! We are SCHMOOVIN

As always, take care and thanks so much for your support everyone!

Cheers,
Jordy

Arbiter - Monthly Recap - November 2021

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