QCF+Punch: Implementing Street Fighter-style Input


Ah, the QCF+Punch (Quarter-circle Forward and Punch). Also known as the “Hadouken” motion or “Fireball” motion.  It’s a standard in fighting games to have a tier of special moves tied to complicated input commands like QCF+Punch.  The extra difficulty in executing the command lends a greater sense of accomplishment that, when paired with a suitably powerful attack outcome, can make a game feel more visceral than if a powerful attack were launched with a single button press.

In my latest game prototype, I decided to implement a simple Street Fighter-like command input system for executing special attacks.  The big trick here is to take a stream of (imperfect) human input, compare it against a list of canonical actions, and match in such a way that a human player will be satisfied that the system is responding accurately to their input.  This is how I put it together. Continue reading

More Useful UDK Flags

As you can probably guess from my post on getting the UDK to launch without cooking, I like writing batch files to make my work more efficient. Since that post, I’ve added a few more UDK command-line arguments to further improve my workflow. I’d like to share those here and help others find their UnrealScript bugs earlier and more easily than before. Continue reading