Weekly report
Added 2021-10-24 18:39:22 +0000 UTCThis week I found some big tasks. I was able to join the fighting game developer community this week, and got a lot of advice from them, so these issues were discovered.
- Character Color change
- Rollback implement
First, I will explain how to change the color of the character.

Initially, the character color change was planned to be prepared as a separate sprite. However, this method keeps a large amount of sprites as separate data, which puts pressure on the capacity of the game.
Another method was taught by Cerebrawl designer NIW. It is a way to change the color using Unity's shader function.

In addition, he used normal maps for rich visual representation.
You can see his streaming from the link below.
NIW(Cerebrawl Designer) Stream
With the above explanation, I found it difficult to achieve these with my current knowledge. I have recruited sprite production assistants on Discord, but for the above reasons I am unable to determine the prerequisite sprite configuration requirements. Therefore, I decided to prepare only the default color without thinking about changing the color.
Next is rollback.
According to the advice given by people in the community, in order to roll back, the situation must be reproducible on a frame-by-frame basis. Simply put, you need to develop and implement your own from scratch, rather than using the useful features that unity defaults to, such as drawing, physics, and 2d collisions. I have to recreate the whole game assuming rollback, but for me at the moment it's just as impossible as changing colors.
Faced with these two too difficult problems, I was in despair.😨
The conclusion I made was to create a playable demo on my own. The playable demo is, in other words, the alpha version, which assumes that two characters can be used, that they can be visually expressed, and that the characters can play against each other.
Once the demo is complete, I have two options.
One is to complete with more realistic tools. Examples include mugen and Pixel GameMaker. Online battles are not possible due to the limited production range, but you can create a minimal fighting game.
The other is to recruit new engineers. You should be familiar with rollback and the use of unity. This is ideal, of course, but more people means more money.
Most realistically, I might just make sprites and animations and finish this project. In that case, the sprite will be released and volunteers will be asked to assemble it as a game.
I've had such a big problem this week, but I'm going to focus on demo production for now. Please let me know what you think.
This week as well, I have been busy with various people and moving-related work, so the work is not progressing very much.
Finally, please see the rough animation.
spineBlow

spineBound

I think I can launch an attack little by little.
That's all for this week.
have a nice day! !!
Comments
Sweet...
SycrosD4
2021-10-25 16:15:57 +0000 UTCThank you very much for sharing the information! I will try this. My sprite has antialiasing, so I may need to reduce the color.
杏丙
2021-10-25 03:29:45 +0000 UTCAs you are prototyping with Unity, you can use a Palette Swapper asset. https://assetstore.unity.com/packages/tools/particles-effects/color-palette-swapper-131292
Jose Israel Figueroa Angulo
2021-10-24 20:59:55 +0000 UTC