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In
Combat Nightsuit Saboteur, you are a member of the
Nightsuit Saviors, a team of mercenaries investigating the inner workings of a shady megacorporation.
Half-platformer, half-beat em up, this side-scroller is planned to be our debut game title.
CNS is currently in-development at a prealpha stage. The story and project scope have been fully defined. No prototype is available, at this time.
Project Log (2025)
November 21 - Added airpunch, walljumps and downward airblasts can now transition into each other. First movement tech developed for rapid wall ascension.
November 15 - Added gazelle punch.
November 14 - Implemented said systematic fix to animations.
November 8 - Adding sweep kick and mid-air point kick. Needs code refactor planning. Bug located where sprites do not flip horizontally. Identified a systematic fix, but need to implement it on all other animations, too.
November 2 - Took a break. Adding crouching kick attack and started work on sweeping kick attack.
October 18 - New crouching punch attack.
October 10 - Bugfixes for said kick, environment assets.
October 4 - Implemented downward mid-air kick.
October 3 - Design initial list of moves player performs, experimented with musical instrumentation.
September 27 - Bugfixing regarding reload animation, sidewalk assets.
September 20 - Created draft enemy animations/frames that react to attacks. Created environment art. Debugged new fallen and recovery state.
September 12 - Bugfix in shotgun reloading animation.
September 7 - Iterated on reloading UI and character animations.
September 6 - Not dead; was laying groundwork for another project. Adding sounds, balanced shotgun attack, limited ammo, and added reloading.
July 2 - Resuming work. Designed enemy and deployed. Enemy takes hits/damage from attacks.
May 11 - Border UI updated. Frame data appears in border UI.
May 04 - Continued work on border UI.
April 30 - Further work on border UI.
April 29 - Working on iteration of border UI.
April 26 - Added the first combo, which includes input queuing.
April 25 - Researched some fighting games and added frame data variables for landed attacks, hit stun, and block stun.
April 24 - Adding fun
frame data boxes for startup, active, and recovery frames
April 23 - Initial stages of the standing punch.
April 22 - Resuming work. Adding basic hitbox/hurtboxes and explosive barrels.
March 22 - Additional fall/walljump animations blocked out.
March 21 - Additional fall and walljump animations sketched.
March 14 - Wall sliding blocked out. Additional animations planned for platforming.
March 13 - Corner grabbing animation is blocked out. Wall sliding remains to be blocked out.
March 12 - Walljumping character animation is blocked out. Corner grabbing and wall sliding is sketched out.