2017 fighting game prototype created from scratch in Clickteam Fusion. The prototype consists of directional inputs, character animations, and my first steps into a.i states for the CPU opponent. Throughout this process I learned about intertwining animation states with code and organizing an A.I decision tree. This project was created using visual scripting in Clickteam Fusion 2.5.
------Personal Thoughts-------
This was one of my favorite games I made as an early learning game developer. At the time, I did not even know what I state machine was, yet I created one on my own! (Though not optimized at all.) I actually used to keep a notebook filled with the entire tree for the A.I, and I had used integers for every state because I had not yet learned what an enumerator was.
--------Concept--------
My initial idea for this prototype was to create a fighting game where the players' health bars would clash against each other, much like a KI beam struggle from Dragon Ball. When a player's HP was low, they would have more power output to be able to turn the tides easier if the opponent messes up. I had decided this because I was personally frustrated with how fighting games would be over after a handful of attacks from a skilled player. I wanted to create a game where the match would be filled with highs and lows and the winner had to completely dominate the other to win.
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I had also created all the pixel art myself. I created a lot of pixel art during these early years, as I was using a Windows XP laptop and only had access to simple freeware programs for my art.
Gameplay Recording