Hello everyone!
Thank you as always for your support.
Let's take a look at this week's progress!
This time, the new image boards feature Pandemonica and Helltaker.

Pandemonica’s battle style is likely to be a mode-switch type. Her normal mode isn’t particularly strong, but once her Caffeine Gauge is maxed out, she enters “Sadistic Mode” and transforms into one of the most powerful characters. However, this state is time-limited, and once her caffeine runs out, she will revert to her fatigued state. Her performance is similar to ABA or Nagoriyuki from Guilty Gear Strive.

Helltaker is planned to be a power-type character, second only to Modeus in terms of raw strength. Notably, he will likely have the highest health of all characters. On the downside, his large body makes him easier to hit. One concrete idea is that he can summon rocks from the ground, which can be used as shields or kicked to function as projectiles. Additionally, he is the only character with an instant-death move. What kind of technique could it be?
With this, the image board production for the public demo is now complete.
As part of adjusting the movements of all actions, it has become necessary to revise the current method of managing action parameters.
X and Y Axis Movement Amounts:
Currently, many of these values are shared across actions. For example, the knockback movement for damage reactions is the same regardless of the attack. Even counter hits do not change it. Furthermore, in most cases, characters hit in the air are subject to uniform gravity, which removes the excitement of launching and following up mid-air. As a result, current combos are very uniform and dull.
To resolve this, new parameters will need to be added to the attack data.
Hitstun and Blockstun Frames:
Some moves currently put the attacker at a frame disadvantage even on hit. This happens because hitstun is only determined by the attack level, so when the action itself has long recovery, there may not be enough frame advantage. To fix this, I plan to add parameters that let each attack specify its own hitstun length.
Guard Damage (D-Gauge Depletion):
To emphasize Modeus’s unique characteristics, I also want to individually set D-Gauge chip damage values. For Zdrada, the default chip values are sufficient, but for Modeus, I want guarding her attacks to carry a significant risk.
Damage Movement Data (Normal, Counter, Punish, Air):
There are several possible states for taking damage: normal hit, counter hit, punish hit, and air hit. Some attacks will have enhanced follow-up opportunities when landing a counter hit, with the opponent staggering in a more vulnerable way. In the air, certain attacks should launch the target upwards or blast them far horizontally, depending on the nature of the move.
To accommodate this, each core attack data object will contain four types of movement data.
Currently, these related data are managed inside the attackparam class within the movelist, but I plan to separate them out into ScriptableObjects for better manageability. Moreover, instead of storing them in the movelist, I’ll change the design so that they’re directly linked to each hitbox. This should eliminate the need to search through data constantly. Since this approach significantly differs from the current attack data design, the hit processing system will also need to be rebuilt.
However, I’ve learned the hard way that recklessly rewriting existing code can cause irreversible problems. So instead of touching the current code directly, I’ll create new classes in parallel and swap them in once they’re complete.
Refactoring of hit processing system
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!