Originally Posted by
matarika
what separates this game from ideas like Drunken Wrestlers, Sumo Tori, QWOP?
Because I feel like saying it's Toribash 2, seems a little misleading considering there is no turnbase feature, ghost or joint clicking, detailed creation of movements, the whole "full body" control idea, the models, etc etc you know some of the core components that make Toribash - Toribash.
None of that seems present here, and seems like a game with an entirely different end goal and play style. It's cool to see a new physics game, but i'm confused about the "Toribash 2" part.
the toribash 2 title was more of a joke, this is more of a hobby project than anything full-on serious, though I do want to make this a
game rather than just a move-maker tool, I also want to make it open source when I have something more well developed atleast. atm I'm just calling it fighter 3d. The small demo I uploaded is somewhat usable, but like I said nothing too deeply developed.
The idea is to first make(or use pre made) movesets in a move maker I'm currently implementing and bind the moves to keys, and then when you're playing you perform the actions you created.