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Devlog
Submission to Bitgem Game Jam #9
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Irrational Karate
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Devlog
Multiplayer on keyboard
July 13, 2018
by
Never Rest Studio
Local multiplayer is now possible via keyboard and gamepad, two gamepads, or two players on the same keyboard. Quite a bit of reworking the input manager but it should hopefully allow more players the...
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Achievements System
June 30, 2018
by
Never Rest Studio
The achievements system in Irrational Karate is now fully functional. The achievements are persisted against each player and can now be either one-off achievements or require a certain number of repet...
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AI upgrades
June 28, 2018
by
Never Rest Studio
Lots of AI improvements! Primarily, substantially better self preservation. The AI will now dodge fireballs using combinations of crouching, jumping, and in-air dodging. They also get “panicked” b...
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Version 0.12.0
June 20, 2018
by
Never Rest Studio
Exciting times - I think we're getting pretty close to an official version 1.0.0 ! Lots of work around accessibility and user experience this time with a bit of an overhaul of the menus. Text has been...
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Optimisation & fireballs
June 17, 2018
by
Never Rest Studio
Optimisation & fireballs; I dare you to find a more classic pairing! So, a lot of work has gone into reducing the size of the WebGL build to improve download times for players. Even with all the new a...
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Level & character selection
June 07, 2018
by
Never Rest Studio
Along with fixing a few bugs and tweaking some of the control/animation handling around dodging and switching sides with your opponent, level and character selection are now implemented. Also, any cha...
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Animation Mirroring
May 30, 2018
by
Never Rest Studio
I spent this morning writing a script to allow me to dynamically mirror the character animations. This means that both players can face the camera regardless of which side of the screen they’re on...
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New stage (city)
May 28, 2018
by
Never Rest Studio
Matt, from Bitgem , finished up work on some gorgeous new art assets, so I've started putting together a new stage. Very happy with how this is looking already!...
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Responsive grid UI system (continued)
May 16, 2018
by
Never Rest Studio
I've been continuing work on the new responsive UI system. I've now made it flexible enough that I've been able to recreate the style of the original UI, though now with all the flexibility and ease o...
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Responsive grid UI system
May 09, 2018
by
Never Rest Studio
So, coming from a web site/app development background, I felt at home with a responsive 12 column grid system for designing interfaces. I’ve spent a bit of time now creating one within Unity to work...
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Prototyping alternative camera and gameplay
May 05, 2018
by
Never Rest Studio
I’ve been busy with some prototyping… I’ve written a new character controller from scratch (all the combat and animation handling is copied across, this is just for the physics/movement). I’m...
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A quick update
April 28, 2018
by
Never Rest Studio
Update: I've now finished refactoring the animator controller. The original spaghetti junction: The beautiful update: Original post: I'll get another proper update together soon but the work I've been...
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Version 0.9.0
April 20, 2018
by
Never Rest Studio
In this build I have been working on overhauling controller/player management to be more flexible. I’m aiming towards the primary goals of: Any player can play with any input device, regardless of w...
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Version 0.8.0
April 06, 2018
by
Never Rest Studio
After some help with play-testing and feedback from Matt and Jason in this build I have: Made a performance/optimisation pass Catered for queuing an action during animations that can't be broken out o...
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Dodging and rolling
April 04, 2018
by
Never Rest Studio
Today, aside from a bit of valuable project management/discussion Matt and Jason from Bitgem , I primarily focused on implementing dodging and rolling. Holding the button that, whilst stationary, wil...
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Work since the game jam
April 03, 2018
by
Never Rest Studio
1
I just wanted to post an update on the work I've been doing since the game jam. It's a bit of a "dry" one for now as I try to ensure there is a stable and maintainable base in place to take this forwa...
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Big collaboration news!
April 02, 2018
by
Never Rest Studio
1
#news
So, very exciting news - I'm teaming up with the talented guys from Bitgem to see this game to fruition! This will help massively to improve the visual quality and scope of the project that will be po...
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Version 0.5 available
March 10, 2018
by
Never Rest Studio
#gamejam
Ok, this really will be my last update before the deadline of the game jam, but not my last update by any means. Today I focused on getting some last minute polish added and making the AI as fun to pl...
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Version 0.4 available
March 09, 2018
by
Never Rest Studio
#gamejam
Today's updates include: More bugs squished Options screen now functional allowing for selection of the number of rounds required to win a fight as well as the choice of singleplayer or... ...local mu...
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Version 0.3 available
March 08, 2018
by
Never Rest Studio
#gamejam
Here's a brief summary of what I got through today and is now available in version 0.3 for both WebGL and Windows download: Squashed a bunch of annoying bugs. Improved custom UI shader visual quality...
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