Well, I'm wrapping up the tech updates for DieselPunk, so now comes the hard part: character design. It's a lot of fun, but damn its pretty hard. I can barely even dress myself, much less figure out several different wardrobes for a bunch of trendy assholes.
After that comes the
even harder part: designing set of moves for the characters. I kinda glossed over this part in Super Pillow Fighter, and it kind of shows. Lots of the moves aren't timed right, or don't look very good. I'm trying to plan stuff better so the characters move more fluidly and the hits look harder. It adds a layer of polish to a game.