Unfinished Fighting Game
The name is actually supposed to be a double entendre, for it to be a game that I am constantly still working on, while the art style is supposed to mimic unfinished art.
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Originally supposed to be an exercise for learning how to program state machines, UFG quickly turned into a passion project for Menu UI and programming.

Inheritence-based State Machine
As Stated earlier, UFG Characters function on a state machine. Each State inherits from an abstract base class state, with others inheriting from further below.
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A state controller script pulls functions from the currently referenced state, which allows the behavior to change entirely based on what state the character is in.

The Idea
I had two goals before making UFg: Make a game with really good ui and menus, along with animation, and make a game with niche characters and gameplay.
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UFg is going to be a game that combines both of those goals into one. Although there isn't niche characters or niche gameplay yet, I plan on working very hard to eventually push through to that goal.

MultiPlayer
Almost every fighting game in the world is multiplayer. Ufg should be no different.
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For that reason, UFg is able to be played on local multiplayer, using multiple input devices (controller and keyboard), or online using the same inputs.
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This is achieved through Photon's "PUN" system, and using RPC (remote procedure calls) and serialized data to communicate movement and actions.