More Input System integration. Players are now instantiated from prefab.
Testing all-new custom key binding feature.
UI from stable release is left unused while in process of transitioning to new input system.
e9_10_2020 Experimental (unreleased, gzip issues rendered it unplayable)
Player inputs now fully utilizing the new Input System.
Camera reverted from perspective to orthographic projection for Training Stage.
a19_9_2020 Stable
Improvised Attack System. Very similar results compared to the previous version, but has future-proofing for variety of attack styles
Improvised Camera Controller. Behaves a lot like smash, faster and more responsive to sudden movements
Simple UI for player percentage
The game now has a system to custom load a number of players and different battle stages into the scene. However, the customisation options are not available yet.
Many flaws in the player controller are fixed or rebuilt to run as efficiently as possible by eliminating unnecessary loops.
a9_5_2020 Stable
Added shield mechanics
Added shield shader
Fixed knockback scaling issue
Added sparks and particles
Added shield breaking
Added player number
a28_3_2020 Stable
Several bug fixes
Players can pass through each other
Players can jump through soft platforms
a18_3_2020 Stable
Replaced primitive with sprite
Added directional combat mechanics
Added sprite shader to handle intangibility blinking and final smash effects
Adding more elements to training stage
a20_12_2019 Stable
Added character attributes. Customizable player physics data that fits all.
a19_12_2019 Stable
Rebuilding BFDI: BRAWL from the ground up in V3
Creating base player model using character controller instead of rigidbody