Case Study: Samurai Shodown
A classic 1vs1 fighting game where have to beat your opponent.
Project Overview
This is a tribute to the fighting game Samurai Shodown from 1993 by Neo-Geo.
Trailer
Special Attack
I built the special attack. It consists in the character jumping backwards and throwing a fireball to the enemy. Special attack is activated by using a combo of inputs.
- Player 1:
- PC: C + D + (D + S) + S
- Xbox controller: X + Joystick Right + (Joystick Right + Joystick Down) + Joystick Down
- Player 2:
- PC: H + Right Arrow + (Right Arrow + Down Arrow) + Down Arrow
- Xbox controller: X + Joystick Right + (Joystick Right + Joystick Down) + Joystick Down
I coded the input system that detects if the combo of inputs has been made in the correct order to activate the special attack.
Player 1 throwing special attack
Player 2 throwing special attack
State Machine
I built a part of the state machine that controls the states and animations of the 2
characters.
A state machine is the core of a fighting game, as it ensures that the characters move as
they are expected.
- Movement (5)
- Idle
- Walk
- Jump
- Crouch
- Dash
- Attacks (11)
- Kick, jump kick, crouch kick, heavy kick & jump heavy kick
- Punch, jump punch, crouch punch, heavy punch & jump heavy punch
- Special Attack
- Others (2)
- Get hit (Receive Damage)
- En Garde (Initial Cinematic)
Gameplay screenshot
State Machine Logic
A state machine is vital in that kind of game as it allows the characters to perform actions in the best way possible.
The Team
The team behind the game
- Silvino Medina | Art & Design
- Oriol Capdevila | Management
- Pablo Galve | Code
- Marc Pagès | Code