Over the past week I have been able to work a lot on skinning getting most of the non-workshop implementation finished.
Both local and network play both feature the same skinning functionality and skins can be seen in both the replay and in network games. However in network games only skins that both computers have downloaded will be displayed. I have also added some basic tools and templates to help people add their own skins to Rivalry locally on their client.
To test it myself I had a go and made two timely skins :)
(Thank you Strong Fish for the idea and Trump image!)
https://youtu.be/B9k2nDInRK8
The next step is investigating more into Steam Workshop as well as designing an inventory system and skin database to enable people create and upload custom skins as well as using skins other people have uploaded.
Pending tasks are now
Creating inventory system and skin database.
Steam workshop for player skins.
Complete network game lobby UI (make pretty and complete all network game modes).
Complete network game restart UI (make pretty).
Research different arenas and backgrounds.
General bug fixing, tidy up and enhancement of look and feel..
Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.
Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.
As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.