𝕿he road to the demo continues.
The entire code for Escudo is officially done. Upon getting all the roughs, I was able to devote time to finishing off her moves. Balancing and tweaking her stats still need to be done, but she is officially completely playable. Her artwork is still in the process of being finished and I predict that by next week, all her outlines will be ready. When that time comes, she will have her layers created so that she may be used in the color editor and I can finally provide her with the 2 default color palettes.
Only a matter of time before she leaves that rectangular entrapment.
While Escudo's artwork is being finished, I continued to work on the AI, only to eventually stop. I got to the point where the AI is more less a template now to use for the rest of the cast, but since I only had Enro to work with, it's mostly being utilized by him exclusively. The AI can use the template on Escudo, but it's clear that the current AI still thinks it's Enro. I should get to work on making an AI specifically for Escudo but will hold off until Escudo is 100% as I rather have her graphics done to get a better picture on how she is suppose to move.
Meanwhile, other aspects of the game are being worked on, such as the tutorial, which I've finished but will have to test out a bit further before declaring it complete. There are two sections of the tutorial: one that teaches you the basics of the game and one that teaches you the differences of the disciplines. Not much to say as this is pretty much a basic tutorial that simply teaches you how to play.
The tutorial isn't the only piece of information about learning the game. Character bios are also available to learn about each character, including their stats, their special moves, what makes them different from other characters (idiosyncrasies), and a in-universe biography. I have plans to add a chart that compares everyone's stats and attributes with each other, but this will have to wait until the rest of the cast is done.
The last thing to note is the difficulty curve options. I don't know how other fighting games, or games in general, handle difficulty curves but I decided to give the player a choice on how to handle this aspect. In Child Arms, you will have the option of selecting what difficulty to start with, how much the difficulty should increase per victory, and how much the difficulty should lower upon defeat. You will also be able to see the difficulties increase as you climb up the ladder between matches in Arcade mode. However, I must tell you that this is not a dynamic difficulty curve. It still has only 5 preset difficulties and in order for a difficulty to actually increase, you have to reach a threshold. Maybe in future installments, and actual dynamic difficulty can be implemented, but for now, this should be a good system.
If you like what you see, then follow the project on the Toolkitz Discord. More constant updates are available there. There will soon be a dedicated server for this project alone when the demo arrives but for now you can get constant updates on the Child Arms section. You can also get less frequent updates on the Facebook and Twitter page. Finally, the beta is still available to download on the itch.io page, which will be available until the new demo arrives.