Combat Core - High-Powered Arena Brawler! (Power Stone/Custom Robo Inspired Fighting)

MABManZMABManZ Joined: Posts: 49
edited August 2016 in Fighting Game Discussion
CCRosterMainIndieDB.jpg
STEAM - http://store.steampowered.com/app/405670
KICKSTARTER - https://www.kickstarter.com/projects/1518707381/combat-core-high-powered-4-player-arena-fighter
GREENLIGHT - http://steamcommunity.com/sharedfiles/filedetails/?id=259565917

Original Post

Combat Core is a 3D arena fighting game that borrows elements from games like Power Stone, Custom Robo, and Super Smash Bros. It focuses on multiplayer combat using customized fighters, weapon pickups, powerups, and environmental hazards.

Players can battle from 1v1 up to 4-player battle royale or team modes. Using the character editor, players can create their own combatants with varying stats, attack, skills, unique appearance, and a custom core augmentation to their abilities. There will be various stages to battle in with unique hazards and weapon availability. I also have an online multiplayer build already (mostly) working!

The game is in development on PC, and possibly major consoles with Kickstarter funding




New Screenshots:
NewCharSelect.png
[img]http://www.mabmanz.com/Presskit/images/Screenshot 2015-05-14 11.46.33.png[/img]
Stage2NewScreen.png
BruizerAreaBlast.gif
ShieldCatching.gif

Twitter: http://www.twitter.com/Combat_Core
Facebook: http://www.facebook.com/MABManZ
Website: http://www.mabmanz.com



(this was mostly cross posted from my IndieDB page I just set up, feel free to follow there too but I will keep this thread updated as well!)
Post edited by MABManZ on
«13

Comments

  • Mad MistressMad Mistress Seimei wannabe Joined: Posts: 690
    I can't watch the video but I wish you luck with the project. The screens look good and it's always nice to see some new non-standard fighters.
    Waifus: Litchi, Lambda-11, Mu-12, Shizuka, Ende, Yukiko, Chie, Saki, Dorothy, Lilica, Leona, King, Angel, Akira, Natsu, Hibiki, Kojiroh.
    Hazubandos: Akuma, Hakumen, Valkenhayn, Donovan, Gallon, Genjuro, Basara, Dio, Bison.
    Harems: Hulk/Akuma/Sentinel, Murica/Viper/Hulk, Dormammu/Hsien-Ko/Akuma, Beatrice/Virgilia, Rosa/Virgilia.
    Dat gamez: KOF98/2K2UM/13, SamSho4, SFA2/3, Darkstalkers, Rival Schools, Jojos BA, GG, AH3, P4A, MVC2/UMVC3, BB, Ougon, Skullgirls, Nurarihyon no Mago: Hyakki Ryouran Taisen, Phantom Breaker Extra.
  • S00perCamS00perCam Cold as ice Joined: Posts: 2,460
    i'm more interested to see if your going to let the srk community beta test for you so we can break the game :D
    Just because your buff, don't play tuff Cause I'll reverse the earth and turn your flesh back to dust
  • MABManZMABManZ Joined: Posts: 49
    I can't watch the video but I wish you luck with the project. The screens look good and it's always nice to see some new non-standard fighters.

    Is something wrong with the video, or just because of your device? The Youtube video is unlisted but should still be viewable.

    S00perCam wrote: »
    i'm more interested to see if your going to let the srk community beta test for you so we can break the game :D

    Haha, I'll be putting out a limited demo very soon (I want to leave some incentive for people to back the project and get full access). Although the mechanics are intentionally simplistic, it will be interesting to see skilled players putting it to the test.

    Basic controls are 2 attack buttons, jump, and block/roll. Tapping the attack buttons will execute quicker strikes and combo strings, hold/charge attack buttons will execute your heavy attack and "core ability". The core ability changes depending on which core you select before the match.

    Blocking will negate all attack damage but will take the equivalent of damage blocked as player energy, and your shield will break if you run out of energy.

    Different characters will have different stat distributions:

    Size - Hitbox and attack box scales with your player
    Speed - Player movement speed, has a boost/penalty for being larger/smaller size
    Health - Max player health per life (Players has 3 Lives per match), also has a boost/penalty depending on size
    Energy - Max energy for character. Used for core attacks/abilties and blocking/shield, also a few normal attacks may use energy too
    Damage - Damage multiplier for all attacks, can boost up to +50% damage
    Recover - The rate that energy is replenished passively (you can also jump in that pool area in the middle to regen faster)
  • Mad MistressMad Mistress Seimei wannabe Joined: Posts: 690
    Probably nothing wrong with the video, I am in China and my VPN isn't active (paid one ran out, free one being a dick).

    Looking forward to more info on this. Will check out the video when I get a chance.
    Waifus: Litchi, Lambda-11, Mu-12, Shizuka, Ende, Yukiko, Chie, Saki, Dorothy, Lilica, Leona, King, Angel, Akira, Natsu, Hibiki, Kojiroh.
    Hazubandos: Akuma, Hakumen, Valkenhayn, Donovan, Gallon, Genjuro, Basara, Dio, Bison.
    Harems: Hulk/Akuma/Sentinel, Murica/Viper/Hulk, Dormammu/Hsien-Ko/Akuma, Beatrice/Virgilia, Rosa/Virgilia.
    Dat gamez: KOF98/2K2UM/13, SamSho4, SFA2/3, Darkstalkers, Rival Schools, Jojos BA, GG, AH3, P4A, MVC2/UMVC3, BB, Ougon, Skullgirls, Nurarihyon no Mago: Hyakki Ryouran Taisen, Phantom Breaker Extra.
  • Kalyx triaDKalyx triaD Serious Business Joined: Posts: 3,187
    Interesting stuff.

    - The character models remind me of Zelda NPCs.
    - Is the ragdoll a required part of the game or is it possible for you to add canned knockdown animations? I think you should go with canned knockdown. The character slump over the barrel was funny but overall fights may be easier to follow with well defined knockdown/-back animations.
    - Can you elaborate on the Core Ability system? Is it a super move thing or an ascended state deal?
    - How is hitstun handled in this game?
    - Going from that, how do combos work?
    - Simplified controls are good. The metagame will get hardcore that much faster. No need for people to fight the controls while fighting three other people.
    - If size affects hitbox and speed, I assume it affects your jump height/distance as well?
    - Tying your guard gauge to meter is an approach I'm very interested in seeing play out. How has this relationship affected gameplay so far?
    XBL: Kalyx triaD

    YouTube.com/Kalyx
  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    Interesting stuff.

    - The character models remind me of Zelda NPCs.
    - Is the ragdoll a required part of the game or is it possible for you to add canned knockdown animations? I think you should go with canned knockdown. The character slump over the barrel was funny but overall fights may be easier to follow with well defined knockdown/-back animations.
    - Can you elaborate on the Core Ability system? Is it a super move thing or an ascended state deal?
    - How is hitstun handled in this game?
    - Going from that, how do combos work?
    - Simplified controls are good. The metagame will get hardcore that much faster. No need for people to fight the controls while fighting three other people.
    - If size affects hitbox and speed, I assume it affects your jump height/distance as well?
    - Tying your guard gauge to meter is an approach I'm very interested in seeing play out. How has this relationship affected gameplay so far?

    I built most of the systems around the ragdolling so it's not really feasible to include canned falling animations. It's adds a small element of unpredictability to the fight, but the game isn't totally physics-accurate. Every hit has a preset direction and force it applies so you can expect where your players will fall/land. There are no juggles and ragdolled players are completely invulnerable until they stand back up. There are 2 "get up" animations that can be identified (facing up/down), the player is not invulnerable while getting up (they can roll/block but cannot attack until they have completed standing). In addition to this, every attack has a stun time associated with it, and the player will only stay ragdolled as long as the stun time.

    Core abilities vary in their use. Some are super attacks and some are ascended states. Here are the 6 I have so far:

    Beam Uppercut | Very powerful, slow release, short range attack that send opponent flying across the stage
    Diving Drill | Launch yourself forward very quickly, sending opponents flying up, fairly quick release
    Area Blast | Blast all opponents in a large sphere radius around you, fairly slow release
    Energy Blast Wave | Long range beam projectile, does damage in ticks and has very high energy cost, high damage if the player receives the entire blast
    Hyper Armor | Active for 6.5 seconds, very small speed boost + reduces all attack damage by 35% and removes all hitstun, cannot be launched/ragdolled
    Blazing Aura | Speed boost and +25% base damage to all attacks, also has small AOE damage to nearby opponents. Active indefinitly but drains your energy in ticks slowly and will expire if you run out of energy

    On hitstun/combos:

    Every attack has a manually set stun time, and some have knockback property. As stated, any ragdolled player will only stay ragdolled as long as the stun time. There are very few guaranteed combo strings. Most strings can be blocked in mid combo, but will leave very little time inbetween strings to interrupt with another attack at close range, so the player will usually block/roll to create space and then punish with whatever they have available. At the same time, players are encouraged to stay aggressive for the potential of lowering their guard/energy meter. The current moveset is fairly limited but combos can be mixed up between your 2 light attack strings, and each weapon pickup will also have their own unique attacks/combos.

    Size tradeoff is Small=more speed, less health and Large =less speed, more health. I actually originally had varying jump height and stun time reduction but it made the character movement feel too inconsistent without actually giving a distinct advantage.

    I think tying the guard to energy meter brings the potential for more playstyles, especially combined with the varied character stats. Players can choose to be more conservative and try to save energy for the big blows (core abilities) or they rely more on close-quarters, aggressive play and use the energy more for defense. The mechanic of the regeneration pool in the middle also brings some interesting scenarios as well :)

    Honestly most of my playtesting has been against my AI and 5-year old nephew so it will be interesting to see what happens, haha
  • Kalyx triaDKalyx triaD Serious Business Joined: Posts: 3,187
    Alright, I see you have a vision for the game. Hopefully you can playtest it with people of higher technical level to see the limits or hidden gifts of your play mechanics. When I seen the pool being used I figured it was some kind of fountain decoration, had no idea it was a pivotal area.

    What engine are you using? Unity?
    XBL: Kalyx triaD

    YouTube.com/Kalyx
  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    Yes I'm using Unity. I already have a build running on Ouya/Android (with some reduced graphics) and I recently applied to the indie programs on Wii U and Xbox One so hopefully I g et accepted and it should in theory be a painless porting process. (Only reason I haven't applied to PS4 yet is because it requires me to register a company, which I have not done yet)

    So far I've only done live public testing at a handful of local events/shows and they were very helpful in tuning my combat mechanics even with the brief play sessions I got w/ players.
  • Kalyx triaDKalyx triaD Serious Business Joined: Posts: 3,187
    Cool. My team has more traditional fighters planned but we do have one arena fighter passion project from our head artist (closer to Smash, though). Smash has so dominated the sub-genre it's interesting to see other takes on the concept, especially from the indy space - which really will save the industry in terms of gameplay quality.
    XBL: Kalyx triaD

    YouTube.com/Kalyx
  • drwill439drwill439 I'll never understand. Joined: Posts: 2,957
    This looks extremely fun as is. I definitely would love to see a demo, even a locked 2 char, 1 stage setup.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • MABManZMABManZ Joined: Posts: 49
    Thanks!

    I'll have a demo available when I launch my Kickstarter, should be at the end of the month!

    Question: Do you think having the demo run in a browser is a turnoff, or would you rather have the standalone .exe so you can run at fullscreen/different resolutions
  • DangerOnTheRangerDangerOnTheRanger based TvC god Joined: Posts: 298
    Personally, I'd prefer a standalone executable (more convenient, easier to show off to others at a whim, etc.). Some people might prefer the browser demo since they can play with the game without downloading anything, though. If possible I'd go with both.
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    Rage is my body and salt is my blood.
    I have created over a thousand excuses.
    Unknown to winning, nor known to humility,
    Have withstood bans to write many forum rants.
    Yet, those hands will never hold that L.

    So as I play,
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    If you can do both, might as well.
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  • drwill439drwill439 I'll never understand. Joined: Posts: 2,957
    edited May 2014
    MABManZ wrote: »
    Thanks!

    I'll have a demo available when I launch my Kickstarter, should be at the end of the month!

    Question: Do you think having the demo run in a browser is a turnoff, or would you rather have the standalone .exe so you can run at fullscreen/different resolutions

    I would prefer a standalone, just so I would have offline access to the game. The resolution settings would be cool too, but being able to save multiple versions of the game, as I did with the flash game Super Smash Flash 2, so I could see how drastically the game changes.

    If a Web version was made, It would be nice to see concurrent updates, without one version favoring another.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • LemresLemres The Two G.O.A.T Joined: Posts: 1,600
    Lol this also looks a lot like Poy Poy as well. The stage layout and camera specifically, but this looks like it has more in-depth gameplay which I like. Can you pick up the stage items too? This looks fun as hell. Can't wait to play it!
  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    Thanks! Have never played Poy Poy, but it looks like it involves a lot of chucking objects at opponents, haha. So I guess it does fit!

    By "stage items" I'm assuming you mean like actual parts of the environment, like the poles/pillars in Power Stone. I'm actually still thinking of new ideas for stage assets, so it's possible!

    By the way, COMBAT CORE IS NOW ON STEAM GREENLIGHT!, so swing by on Steam and please upvote! Going there in your browser can be annoying if you haven't logged into the website before, but you can get to Greenlight in the steam client by choosing "Community", then choose "Greenlight", and search for Combat Core, or look for the animated GIF of my character punching someone infinitely.

    link:
    http://steamcommunity.com/sharedfiles/filedetails/?id=259565917
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2014
    I get that you're trying to go for customizable characters but you should also have a cast of real and memorable characters designed by a professional 3D artist (preferably done in a cute anime style like Power Stone). The character customization should be a side-feature from the main game. People will get bored of the characters rather quickly if every single one of them ends up being "ORIGINAL DEVIANTART CHARACTER DO NOT STEAL"s. They need real characters with their own strengths and weaknesses to attach themselves to.

    Just my two cents.
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  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    Psycho I agree with you, character design is definitely important. But I've really observed that it's difficult to get people to get attached to characters from new, unknown games with a scope as small as mine. Maybe I'm underselling the potential, but I feel players would be much more interested in creating/using their own characters if the option is available, especially if the game is not story-driven.

    Even still if I were to get a great artist for character concepts, I would still want it to be within a sci-fi/anime style that I've kinda built the look around.

    There will be much more customization options and a handful of original characters for the full release. Unless you really just hate the way my characters are drawn/modeled then hopefully it will make the game more appealing to you!
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Sci-fi/anime style is fine, the characters just need to look appealing. Storyline is irrelevant, it's all about giving the characters distinct personalities that they show off in battle. Capcom's fighting games have scraped by for years having barebones stories where you just fight through the arcade mode and get a short character-specific cutscene for an ending, and yet people still love their characters. The story isn't what matters, the personalities matter. It's harder to get that sort of unique identity from customized characters who are made using templates and stock voices.

    I just think the game would have way more appeal if you had a cast of recognizable characters. Making custom characters is fun but in the end it'll be the main cast that makes fans stay. People want characters they can relate to. I certainly do.
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  • drwill439drwill439 I'll never understand. Joined: Posts: 2,957
    PSYCH0J0SH wrote: »
    Sci-fi/anime style is fine, the characters just need to look appealing. Storyline is irrelevant, it's all about giving the characters distinct personalities that they show off in battle. Capcom's fighting games have scraped by for years having barebones stories where you just fight through the arcade mode and get a short character-specific cutscene for an ending, and yet people still love their characters. The story isn't what matters, the personalities matter. It's harder to get that sort of unique identity from customized characters who are made using templates and stock voices.

    I just think the game would have way more appeal if you had a cast of recognizable characters. Making custom characters is fun but in the end it'll be the main cast that makes fans stay. People want characters they can relate to. I certainly do.

    I can agree. I'm most every fighting game I've played, story hasn't been a huge factor, if it was a factor at all. I also think that investing in an artist to create characters would be your best bet, even if it's just a small cast of 12 or 15. The character creation is indeed a unique idea, but the majority of people would likely make one or two characters, not a whole cast. Ultimately, it's your decision, just throwing my two cents in.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • MABManZMABManZ Joined: Posts: 49
    drwill439 wrote: »
    PSYCH0J0SH wrote: »
    Sci-fi/anime style is fine, the characters just need to look appealing. Storyline is irrelevant, it's all about giving the characters distinct personalities that they show off in battle. Capcom's fighting games have scraped by for years having barebones stories where you just fight through the arcade mode and get a short character-specific cutscene for an ending, and yet people still love their characters. The story isn't what matters, the personalities matter. It's harder to get that sort of unique identity from customized characters who are made using templates and stock voices.

    I just think the game would have way more appeal if you had a cast of recognizable characters. Making custom characters is fun but in the end it'll be the main cast that makes fans stay. People want characters they can relate to. I certainly do.

    I can agree. I'm most every fighting game I've played, story hasn't been a huge factor, if it was a factor at all. I also think that investing in an artist to create characters would be your best bet, even if it's just a small cast of 12 or 15. The character creation is indeed a unique idea, but the majority of people would likely make one or two characters, not a whole cast. Ultimately, it's your decision, just throwing my two cents in.

    12 or 15 is a small cast? :p It'd be tough to pump out that many fully unique characters in a reasonable time, honestly I'd be aiming for 4-10. Recent indie "fighters" like Nidhogg, Gang Beasts, and Samurai Gunn do very little with character personality but have all been received very well by players.

    Character designs will be addressed but for now and for the Greenlight/Kickstarter I'm really hoping I can sell people on the combat mechanics and gameplay over everything else.
  • MABManZMABManZ Joined: Posts: 49
    So to get some early feedback from you guys and possibly save me from national embarrassment, I think I'm going to release my alpha demo here at SRK earlier than the Kickstarter. Should be up sometime tomorrow/today!
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2014
    MABManZ wrote: »
    drwill439 wrote: »
    PSYCH0J0SH wrote: »
    Sci-fi/anime style is fine, the characters just need to look appealing. Storyline is irrelevant, it's all about giving the characters distinct personalities that they show off in battle. Capcom's fighting games have scraped by for years having barebones stories where you just fight through the arcade mode and get a short character-specific cutscene for an ending, and yet people still love their characters. The story isn't what matters, the personalities matter. It's harder to get that sort of unique identity from customized characters who are made using templates and stock voices.

    I just think the game would have way more appeal if you had a cast of recognizable characters. Making custom characters is fun but in the end it'll be the main cast that makes fans stay. People want characters they can relate to. I certainly do.

    I can agree. I'm most every fighting game I've played, story hasn't been a huge factor, if it was a factor at all. I also think that investing in an artist to create characters would be your best bet, even if it's just a small cast of 12 or 15. The character creation is indeed a unique idea, but the majority of people would likely make one or two characters, not a whole cast. Ultimately, it's your decision, just throwing my two cents in.
    Recent indie "fighters" like Nidhogg, Gang Beasts, and Samurai Gunn do very little with character personality but have all been received very well by players.

    I'd avoid following their mantra if I were you. While it is true they did very little with character personality, that's not a point in their favor. Their games are designed to be minimalist.

    Please, seriously consider hiring a character designer. The game will be better for it, I'm telling you now.
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  • MABManZMABManZ Joined: Posts: 49
    I'm not disagreeing with you. Like I said, the current characters are just basic templates! I'll have more creative, fun designs when I start focusing on art content (which will be soon since I am starting to feel comfortable w/ the gameplay)

    I've made this game with $0 funding, just running on savings and frugal living for the past year. If I get funded I'll engage w/ the community to develop character designs. If the people who are interested in my game feel my character designs are lacking then I will look into getting some help on that end. I can't just "hire" people without actually having money.

    Part of this is to see if the style and choices I've made to this point are appealing enough to gain an audience. If I fall on my face then I'll have to find a way to fix the problems.
  • drwill439drwill439 I'll never understand. Joined: Posts: 2,957
    MABManZ wrote: »
    So to get some early feedback from you guys and possibly save me from national embarrassment, I think I'm going to release my alpha demo here at SRK earlier than the Kickstarter. Should be up sometime tomorrow/today!

    Sounds great! If the core gameplay is good and people like it, then people here are bound to pick it up.
    MABManZ wrote: »
    I'm not disagreeing with you. Like I said, the current characters are just basic templates! I'll have more creative, fun designs when I start focusing on art content (which will be soon since I am starting to feel comfortable w/ the gameplay)

    I've made this game with $0 funding, just running on savings and frugal living for the past year. If I get funded I'll engage w/ the community to develop character designs. If the people who are interested in my game feel my character designs are lacking then I will look into getting some help on that end. I can't just "hire" people without actually having money.

    Part of this is to see if the style and choices I've made to this point are appealing enough to gain an audience. If I fall on my face then I'll have to find a way to fix the problems.

    Also sounds good.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2014
    One thing to take note of...

    In the gameplay videos there are parts where two characters get into duels with each other. However it seems to usually result in a button-mashing fest with no clear victor, then one of the characters falls on his back, stands back up, and gets into another mashfest; this cycle theoretically could repeat endlessly.

    If you look at Smash and Power Stone, those typically feature characters getting knocked away clear, either after a really powerful hit (in Smash's case) or after a full combo/grab (in Power Stone's case). I think there should be something like that so that players can avoid the mashfest > knockdown > get-up > mashfest that seems to occur.
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  • MABManZMABManZ Joined: Posts: 49
    Alright folks, spent the day cleaning up some stuff to get the demo out here. DOWNLOAD HERE!

    Will be glad to hear your brutally honest impressions. If you find anything weird or feel something is off let me know, I know there are some bugs but I've tried to eliminate the game breaking ones. No kind of NDA here - Youtube videos, screenshots or whatever are A-OK with me! I need as much exposure as I can get, haha.
  • MABManZMABManZ Joined: Posts: 49
    PSYCH0J0SH wrote: »
    One thing to take note of...

    In the gameplay videos there are parts where two characters get into duels with each other. However it seems to usually result in a button-mashing fest with no clear victor, then one of the characters falls on his back, stands back up, and gets into another mashfest; this cycle theoretically could repeat endlessly.

    If you look at Smash and Power Stone, those typically feature characters getting knocked away clear, either after a really powerful hit (in Smash's case) or after a full combo/grab (in Power Stone's case). I think there should be something like that so that players can avoid the mashfest > knockdown > get-up > mashfest that seems to occur.

    I think if you play the demo you'll find this isn't really the case. I imagine a good player will be using their shield, energy, and spacing effectively to punish people who are mindlessly attacking or disregard defense. Typically an opponent should be less aggressive when your energy level is high.
  • DeZADeZA Joined: Posts: 70
    edited May 2014
    This looks dope as heck man, I'll be supporting this all the way! Good job!

    Just downloaded the demo. How do you start the match? I've selected my character and a bot, but I can't seem to start the match.

    Thanks in advance.
    PSN: DeZA_UK
  • MABManZMABManZ Joined: Posts: 49
    DeZA wrote: »
    This looks dope as heck man, I'll be supporting this all the way! Good job!

    Just downloaded the demo. How do you start the match? I've selected my character and a bot, but I can't seem to start the match.

    Thanks in advance.

    Are you using the keyboard? Just go to "Fight" and press ENTER or SPACEBAR. Mouse clicking doesn't work, but maybe I should make it work as it seems to confuse people. Also, make sure you have at least 2 players on different teams.
  • MABManZMABManZ Joined: Posts: 49
    Just updated the file w/ support for mouseclicks on "Fight" (still requires at least 2 characters on different teams), and some other small UI fixes. Link is the same.
  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,084
    Downloading the demo. Be back with my thoughts.
  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,084
    Hmm. Mouse click and spacebar arent working for me either, neither is my 360 controller. I cant start...
  • MABManZMABManZ Joined: Posts: 49
    Hmm. Mouse click and spacebar arent working for me either, neither is my 360 controller. I cant start...

    ENTER doesn't work either? 360 controller needs to be plugged in/turned on BEFORE running the .exe or it won't work (that's just how Unity works, I can't fix this)
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Alright, I tried playing as Goran on a 360 controller.

    I don't understand how exactly to hit the opponent (Psycho Surfer). Every time I try to attack he blocks (there seems to be no hitstun or blockstun) and he punishes me immediately. Also whenever I tried to attack with the X button and there was a sword item right next to me my character would always go for the item first? Actually landing a hit on the opponent seems super difficult, especially since there's no option to grab them.
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Tried it again with the mouse and keyboard, seemed to work a little better. I think that when an opponent is blocking attacks there should be some sort of knockback with a metallic clank noise or something; that would prevent opponents from just staying in your face until you drop the guard button. And there should be grabs in addition to a guard timer to counteract people from just guarding all day long.
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  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    I'm considering adding throws but I'm having trouble thinking of a way to implement them while sticking to the current 4-button format. It may have to be character specific and replace one of your X/Y quick attacks.

    There is no blockstun or pushback, but there is definitely hitstun. However most combos aren't guaranteed and if your opponent is fast enough they can interrupt with a fast attack in between. I gave the AI godly reaction time for blocking and counter-attacking because I found myself beating it too easily, but I've played the game for probably hundreds of hours by now so I'm sure my views are a bit skewed. A human player would likely be much more readable for openings. There's still some bugs with the AI because it's capable of blocking for 1 frame and then stopping, so it may look like he never even blocked. This is impossible for a player because that would cause them to roll.

    I could implement some knockback for blocks so you will eventually spread yourself out of reach, but it's already possible to roll out of an aggressive opponent's reach after you've blocked something. Divekicking is especially good for counter attacking (Jump, Y attack) Guarding constantly doesn't really work because your guard can break when you run out of energy, or you don't have energy to do core attacks.

    Goran's Y attack is very slow with a longer stun (maybe not long enough), the X attack is fast but it's his only option if your trying to interrupt someone who is pounding on you. And Psychosurfer has really fast attacks and and pretty high energy, so he's probably the worst matchup for him :p

    On the weapon pickup problem: I've set it to not go for the pickup unless the opponent is a certain distance away, or if they are ragdolled. I'll increase "safe distance" more to prevent this.

    I may tone down the reaction time for this demo before I officially release it, but I'm working on a 1v1 gameplay video now to show how the AI really isn't so tough. I'm hoping people will actually play with friends, I'm starting to think I shouldn't have any AI at all right so people can see how fun it is with actual people, haha.
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Right. Well, I firmly believe the game needs both blockstun and knockback. Trying to interrupt a combo (or do you mean a blockstring?) with a fast attack goes against my fighting game intuition. I've never seen that in any other game.

    As far as throwing is concerned you could simply have it be a two-button input like most concurrent fighters. Street Fighter 4's throw input is LP+LK, and Soulcalibur's throw input is "A" or "B" + Guard button. On a controller they can just be macro'd to a single button.
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  • MABManZMABManZ Joined: Posts: 49
    PSYCH0J0SH wrote: »
    Right. Well, I firmly believe the game needs both blockstun and knockback. Trying to interrupt a combo (or do you mean a blockstring?) with a fast attack goes against my fighting game intuition. I've never seen that in any other game.

    As far as throwing is concerned you could simply have it be a two-button input like most concurrent fighters. Street Fighter 4's throw input is LP+LK, and Soulcalibur's throw input is "A" or "B" + Guard button. On a controller they can just be macro'd to a single button.

    A blockstring would be a more accurate description. Punishing someone during the recovery end of an animation is pretty common in any fighter, I would think? Most of the time you wouldn't be attempting this anyway, but likely rolling away to get space and then striking the opponent while they are recovering from the attack animation.

    Been avoiding two-button inputs because I felt it may be awkward with mouse/keyboard controls, and I also want the game to be simple enough for touch-screen inputs too (virtual joystick setup) if/when I port to tablets. It sucks to limit game design around a platform that this kind of game isn't typically on, but I want to make it as accessible as possible regardless of platform. That said, I think "X" + "Y" may be worth trying.
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Must you really port this to tablets? Seems quite unnecessary to hold the game back because you're releasing it on a platform that doesn't allow for precision controls. If you really must release it for tablets then why don't you just release a different version for that later down the line with simplified controls and mechanics? No one who takes the game seriously is going to play it on a tablet.
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