WEEK 2 Devlog!


Week 2! Development has been going well.. idk what else to say.


AIRGRABS

Airgrabs are now functional in 52Beatup! They're a great offensive tool, and I'll go into detail about how they work here!


They are very similar in function to most airgrabs from other fighting games in terms of purpose, but go off the rails a little once you land the grab.


When Grabbed, you're sent to the ground, and are bounced up slightly. The endlag can be dash cancelled, but that requires meter and burns your only dash in a combo. It deals a heavy amount of damage, and you can grab your opponent even if they are on the ground.


If done early in a combo (I.E combo starter), you can combo off of it without spending meter. 

The Drag down and pop up was originally a bug, but the idea of dragging your opponent back down felt so funny and cool that i decided to just implement it! Bugs make the best Features!

CARDS!

All of the Card... "art". Is done now! I decided that while I dont have the time (nor the artistic capability) to make really cool card art, I'd pick a more distinct placeholder style for now! Card Art is VERY low on the priority end, as its a cosmetic choice.

Cards Shown:

Armored : Constant 10 Points of Armor, -50 hp, -1 AGI (If Bulwark is Equipped, Forward Dash Increases to 15 Armor)

Special II Max : Upgrades your Special 2 to Lv.3, the Maximum Level

Illness : -20 hp for the user. This is a Pseudo-Joke card.

Besides those 2 biggies, I've been doing a lot of QoL/Polishing. Dashing needs to feel NEAR perfect. Its basically what makes 52Beatup's neutral unique, and if it feels buggy or off, then I need to fix that. I honestly dont care about balancing ATM. Its gonna be broken! Thats the fun of it! 


Anyways, see you next week. Drink some water, and Take those dirty dishes in your room back to the kitchen and clean them up!


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