May not seem like it, but a lot has happened. Oskars has come aboard and is taking over the programming. With this comes a change in the engine as Construct will be replaced with Unity or Unreal and it will built from the ground up.
On my end, I've been busy with updating the enemies and adding the finishing moves and frames to the 2 loveable heroes, Gil and Ryder. At this point in time, I have 1 more thug to create (A level 2 thug and I'm toying with the names, Ozzy, Yngwie, or Paul).
I've also been hand drawing a "manual" of some sort to go along with the game. The art of course, well, it will be different per say than the actual gameplay. Isn't always nice to see artwork and then you get to the game and go "what happened? I thought it would look so much more gnarly after seeing the artwork!" Fortunately, the in game graphics will still be beautiful in its own way (everyone is beautiful in their own way, right?).
(Side Note: Arc Systems just announced last week that Double Dragon IV will be released at the end of January. It will continue the story from DD 2 and use the same NES Sprites. (Just a quick blurb for myself as a reminder in this point of time.)
Here is a move you must earn, The DOUBLE JUMP. Within the game, you need to collect a certain amount of a specific colored candy to unlock new moves. With this you can jump twice. Plus, after earning this there are a few other moves you can obtain to go along with the double jump. These other moves can only be pulled off while double jumping. There are 2 and they are the only 2 that can be applied when the enemy is in the ground "state." Can't wait for the world to try them out.
Ryder is showing us one of the frames used in Wall Jumping. He displays it so confidently.
This is a frame you will want to avoid seeing while playing the game. Ryder has just been either knocked out or hopefully knocked down for the time being. My money is on Shugar Roy Leon landing a couple of jabs. Speaking of thy enemy, I just sent off the revised ENEMY DAMAGE OUTLINE to Oskars to implement in the future.
Somewhat standard: Each enemy, or Thug as I like to call them, is awarded with "X" amount of health. Each time they get hit, "x" amount of health is lost. Certain attacks from Gil (or Ryder) will either cause health loss (in which case, the thug should see a doctor) or be knocked down. No energy left in the bank, then that enemy is out. Had to reconfigure what each thug loses with respective attacks from the player. We should take a look at a thug just as a little reminder of what you will be going up against. Gander below if you will. Brett is in the fetal position thanks to you and Shugar is hopping about.