DOC BROCK GAMES DEVELOPER'S BLOG
Shiny

So I have a list of what I have always wanted in a fighting game. (Who doesn't?) As a solo developer, though, only one item from the list can be worked on at a time. The slow wax on/wax off of list items has the ultimate effect of boiling the game down to what is most shiny. For a fighting game motion-captured and created by someone who loves to fight that means one thing: the fundamentals of real fighting.
Here is the thing. It turns out that the motion capture even downloaded the real-life fundamental that I use to prevent telegraphing the transitions of one move to the next: subtlety. The result was that the in-game transitions were just too small for someone new to the game to see on screen. This impacted the ability to determine the character's state in game.
So over the upcoming posts we are going to develop ways to translate this subtlety into the game world. Follow me to get updated when the first post goes up and then share this to see if your friends can guess the mystery tool that will be used.
I will give you a clue. It starts with #scifi.
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