NokiMo
shibagani48
shibagani48

patreon


2025-Aug-2/5


Hello everyone!  Thank you as always for your support.
Let's take a look at this week's progress!
No demo update this week.

CPU Design

As part of rebuilding the CPU, I first decided to outline the general policy.
The CPU will constantly reference the following information to determine its behavior:

Based on these parameters, the CPU will branch into different combat states:

With this setup, it’s technically possible to create a CPU that no human could beat—but that’s exactly what I want to avoid.
I’ll introduce a delay before the CPU makes decisions, just like a human would.
This delay will be parameterized as reaction speed.

Human reaction time is said to be around 15–20 frames; set it to zero and the CPU becomes unbeatable.
By adjusting this value, we can create difficulty settings.

Finally, the CPU will be given combos in the form of sequence data.
The sequences will differ depending on difficulty level, and each will also include conditions such as opponent distance and corner status to ensure the combo is actually possible in that situation.

Refactoring: Separating the Status Class

Currently, all character status data—closely tied to CPU design—is bundled inside the CharacterManager class.
If left as-is, it’s hard to create processing dedicated to status management, so I decided to split it into a standalone CharacterStatusData class.

Access to this data will go through an Accessor class to prevent unintended value changes.
For a long time, I didn’t fully understand the essence of get/set properties, but I think it finally clicked here.

While doing this, I got a little carried away and went off-track—
I decided to take the MoveParam class, which was previously treated as a subclass within MoveList, and make it independent.
Not only that, I also converted each instance into a ScriptableObject.

Since MoveList is a core part of the game, any mishandling could result in huge repair work and wasted time.
To avoid that, I kept the original data intact, created a new destination class, and generated ScriptableObjects based on copied values.

There’s a massive number of MoveParams, so manually doing this would take forever—but I automated it by using Unity Editor’s search and generation functions via script.

The old status system was deeply tied to many other classes, so I continued the separation process… but then, due to reasons described below, I got sick and couldn’t work manually anymore.

Side Note: Air Conditioner Cleaning

Believe it or not, I caught my second cold this summer.
Just like last time, the cause was sleeping with the AC blowing directly on me.
I spent an entire day with a fever close to 40°C, and even as I write this, I still have a sore throat and feel a bit lightheaded.

The fever finally broke by midday the next day, but getting sick twice in such a short span seemed strange—so I checked my AC.
The inside was absolutely covered in mold. (Too gross for photos.)

Come to think of it, I hadn’t cleaned the AC in years.
There was no way I could keep using it like this—and if I got sick again, I wouldn’t be able to work at all—so I decided to clean it.

I could have hired a professional, but funds are tight.
YouTube made it look doable, so I bought the tools and gave it a try.
The tutorial video claimed it would take about 3 hours, but in reality it took an entire day.

I had to run around finding tools, figure out how to remove the AC’s casing, and even used some tools incorrectly at first.
Of course, I couldn’t use the AC while cleaning it, so I ended up drenched in sweat in the summer heat.

Worse yet, my masking job was sloppy—so when I rinsed off the cleaning solution, water leaked out and got on my PC peripherals.
If I had powered them on, they could have shorted out, so I had to leave the PC completely off until everything dried.

Still, I somehow managed to finish!
Next time, I’m sure I can do it faster.
Everyone, please be careful about overexposure to AC!

Next Week’s Plan

That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!

2025-Aug-2/5

Comments

Nice work Devtaker. Game looks promising even in its current build and I hope you and it make it to the desired state of accomplishment.

Degreeleshness

Stay Safe Chef

Toon King


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