NokiMo
shibagani48
shibagani48

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Weekly report 2025 July 2 and 3/4

Hello everyone! Sorry for the delay...
 Thank you as always for your support.
Let's take a look at this week's progress!

Demo Update

download it from here. The new password is "vqwffLKNs4WMDF5".

There haven’t been any noticeable changes in gameplay content over the past two weeks, as I’ve mainly been focused on internal restructuring. However, since I haven’t been able to update the demo in a while, I pushed through until everything was stable enough to release an update this time.

This Week’s Progress

To start with the main point: I’ve now made it possible to adjust the movement speed of damage animations.

For clarity, I’ve put in some exaggerated values.

You can now launch characters high into the air—


or blow them far away.

With this now implemented, it’s become possible to fine-tune how easy or difficult it is to continue combos. I also gained the ability to tweak hitstun duration, allowing me to easily adjust frame advantage or disadvantage after a hit.

Refactoring for Balance Adjustment

At first, I underestimated the task, thinking that balance adjustments would only require tweaking the directional values of damage actions. But once I laid out all the actual steps involved, it turned out to be much more extensive than expected.

Previously, attack parameters were loosely managed within each action’s list. But now that things like speed adjustments on hit and branching damage motions are coming into play, I realized the data would get too complex—so I rebuilt everything using ScriptableObjects.

It was a lot of work, but the result is a system that’s much easier to read, manage, and modify.
In the past, editing a single attack required tedious inspector scrolling and expanding multiple lists. Now, I can simply search for the data directly in the Project window. I should’ve done it this way from the beginning.
Since the structure has changed, I also had to completely overhaul the attack flow logic in the BattleManager.

Next, I decided to create a new velocity management class.
Precise speed control is becoming increasingly important, yet right now, all speed-related logic is scattered inside MoveUpdate, which has essentially become a God class.

So, I refactored the relevant logic into a new class called CharacterVelocityHandler. I divided it broadly into three categories: constant speed movement, decelerated movement, and corner knockback.

I also separated out the attack processing logic from the BattleManager, which is another massive God class with over 1,500 lines even at this stage. Despite how complex the attack processing is, everything was crammed into a single method, which made working on it a real chore.
But by drawing on all the refactoring knowledge I’ve gained, I managed to rewrite it in a far more concise and organized way.

So over the past two weeks, I’ve focused entirely on clearly separating responsibilities and consolidating related logic into the same classes.
A big benefit of this is that the code is now much easier to read, and bug detection and fixes have become dramatically faster.

Now that I’m finally at the point where balance tuning can begin, I expect next week will be the time when controlling Modius becomes truly fun.

Btw, I really love this assault rush system!

Plans for Next Week

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

Weekly report 2025 July 2 and 3/4

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