Hello everyone!
Let's take a look at the progress from this week and last week!

We have enhanced the Super Arts animations by:
The animation upon activation used to cause bugs, but by introducing states in the Battle Manager, it became clear what processing should occur in each frame.

Projectiles were treated as separate objects from characters, making the processing complex, so they had been dormant until now. We have organized and revived them this week. Zudrada's finger snap no longer differentiates between buttons and will automatically track the opponent within a certain range.

Tobacco has not changed significantly, but we have made it easy to change the frame until it explodes through scripts.
The behavior of the EX Gauge had been stopped until now because the processing timeline was complex. However, this week, we officially implemented it. Previously, the timeline processing had been aggregated into the Battle Manager, making it easier to understand the order of events, so we were able to realize this feature! We will determine the conditions for increasing and decreasing the EX Gauge, but for now, it will closely mimic Guilty Gear Strive.
1: Forward movement
2: When an attack hits or is guarded
3: When a special move is executed
4: When an action consumes the gauge
1 and 2, 3, and 4 have different processing timings, which used to cause bugs in the past, but now there are no issues. 2 will increase or decrease based on the attack level, 3 will have a specific increase value for each character's special move, and 4 is currently a common consumption amount for Super Arts, but we plan to add other actions that consume the gauge later.
The implementation of a brief time stop when an attack hits had caused bugs due to vague rules. To resolve this issue, we have clarified the specifications of Hit Stop in Hellversus.
1: Attack hits. A common Hit Stop animation occurs for both players. The duration is determined by the attack level. 2: The player who was hit by the attack experiences additional Hit Stop. The duration is determined by the attack level.
During Hit Stop, actions do not update, but key inputs are accepted. This makes cancel actions easier to perform.

Currently, we prohibit the unauthorized sharing of gameplay footage from the demo. This is because the current demo is very unstable and has limited content, so I feel embarrassed to have it seen by many people for personal reasons. We ask for your continued cooperation! If you really want to share it, please message me for consultation.
There were coordinate and size issues when instantiating projectiles. In Unity, when you nest objects, child objects are influenced by the parent's coordinates and scale size. In our project, some mysterious numbers from the beginning of development still remain. Furthermore, Unity has three types of coordinate systems for scripting. When we were working on character sprite improvements, we changed the coordinate type to something else, resulting in a mixture of old and new. Should we organize these? From my experience with the last UI overhaul, I learned that significant reorganization takes much more time than expected. In conclusion, without making major changes, we decided to make the best use of what we have. So, it's working without any apparent issues, even though I don't fully understand it!
One major reorganization we did was regarding object layers and tags. I didn't quite understand how to use them, but in Hellversus, we defined their purposes as follows: Tags: Used for identifying the controlling player. player1, player2 Layers: Used for identifying objects for collision detection. hit box, hurt box, physics
Also, since there was no class to supervise character processing, I created a character manager class. We plan to gradually migrate processing from the playerState class in the future.
There was a lot of unnecessary code in the past, and I'm tempted to fix it!
It's time to draw the manga that we took the survey for last time. Time passes quickly, isn't it?
That's all today.
have a nice day!