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

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  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    PSYCH0J0SH wrote: »
    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.

    I've been optimizing a low graphics build that also runs on Ouya and other Android consoles. Naturally it runs on tablets too because of this, and there are 1 billion users on mobile hardware, so it makes sense to me to make it available in that market. However what I DON'T want to do is design the gameplay around touch controls..Android supports bluetooth gamepads and I've done most testing using that, but I know many people don't own those.

    There's a niche of players who want "real games" on their tablets. The game "Slashers" is an old school SNK-style 2D fighter, and has over 100k downloads on Android (probably higher on iOS). King of Fighters '97 has 10-50k paid downloads (again, probably higher on iOS)

    I know mobile gaming has a stigma for being casual, throw away experiences and I'm trying to keep my distance from that. But I think I can have an audience there too, so why not? I'm not going to sacrifice game design for it though. If/when I implement throws I'll make sure it feels intuitive for all platforms.

    If I end up getting access to be on major consoles (Wii U, Xbox, Playstation) then maybe I'm wasting my time, but it can't really hurt when I've already done most of the groundwork for it.
  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    Well aside from Psych0J0sh (who has been awesome and very helpful), haven't heard much for impressions here :P

    Were you guys able to learn the mechanics quickly? It feels like I need a tutorial for new players to explain some of the mechanics whenever I see someone new playing it, but maybe seasoned fighting game fans have an easier time picking up the controls.

    I've fixed a few things since the release here (specifically the wonky barrell throw collisions) and those fixes will be in the Tuesday demo.
  • drwill439drwill439 I'll never understand. Joined: Posts: 2,953
    MABManZ wrote: »
    Well aside from Psych0J0sh (who has been awesome and very helpful), haven't heard much for impressions here :P

    Were you guys able to learn the mechanics quickly? It feels like I need a tutorial for new players to explain some of the mechanics whenever I see someone new playing it, but maybe seasoned fighting game fans have an easier time picking up the controls.

    I've fixed a few things since the release here (specifically the wonky barrell throw collisions) and those fixes will be in the Tuesday demo.

    Had a bit of trouble setting up my internet, so I have yet to try a build. I'm gonna try to have it set up so I can try the Tuesday release.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
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  • DeZADeZA Joined: Posts: 70
    Ugh the game still doesn't work for me... I'll try again!
    PSN: DeZA_UK
  • MABManZMABManZ Joined: Posts: 49
    DeZA wrote: »
    Ugh the game still doesn't work for me... I'll try again!

    When you start the match, there are icons at the bottom of the screen with a (poorly drawn) keyboard/mouse, and any gamepad you have connected. A match can only start if you have players on at least 2 teams, and every device says "Ready!"
  • drwill439drwill439 I'll never understand. Joined: Posts: 2,953
    MABManZ wrote: »
    DeZA wrote: »
    Ugh the game still doesn't work for me... I'll try again!

    When you start the match, there are icons at the bottom of the screen with a (poorly drawn) keyboard/mouse, and any gamepad you have connected. A match can only start if you have players on at least 2 teams, and every device says "Ready!"

    I downloaded every available build, and I can't start the game either.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    MABManZ wrote: »
    PSYCH0J0SH wrote: »
    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.

    There's a niche of players who want "real games" on their tablets. The game "Slashers" is an old school SNK-style 2D fighter, and has over 100k downloads on Android (probably higher on iOS). King of Fighters '97 has 10-50k paid downloads (again, probably higher on iOS)

    The thing is, Slashers was designed from the ground up to take full advantage of the mobile platform. With Combat Core it seems you're just making the game for a non-mobile platform and then making it mobile as an afterthought.

    Please, just forget about making a mobile version. It's unnecessary and it's actively holding the game back. If you can make the best possible game you can on the PC it will find its audience. Inevitably something will be lost in translation when it gets ported to mobile because it's a completely different platform that was only made for shit with minimal inputs. Slashers doesn't even compare to classic SNK fighters, it's minimalistic in every way as a direct result of its target platform. The number of good reasons to NOT do a mobile version outweigh the few good reasons to do one. It just seems greedy. Do you want a mediocre game on as many platforms as possible or do you want a stellar game on only a few platforms? Make your choice. You can't have both.
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  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    PSYCH0J0SH wrote: »
    MABManZ wrote: »
    PSYCH0J0SH wrote: »
    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.

    There's a niche of players who want "real games" on their tablets. The game "Slashers" is an old school SNK-style 2D fighter, and has over 100k downloads on Android (probably higher on iOS). King of Fighters '97 has 10-50k paid downloads (again, probably higher on iOS)

    The thing is, Slashers was designed from the ground up to take full advantage of the mobile platform. With Combat Core it seems you're just making the game for a non-mobile platform and then making it mobile as an afterthought.

    Please, just forget about making a mobile version. It's unnecessary and it's actively holding the game back. If you can make the best possible game you can on the PC it will find its audience. Inevitably something will be lost in translation when it gets ported to mobile because it's a completely different platform that was only made for shit with minimal inputs. Slashers doesn't even compare to classic SNK fighters, it's minimalistic in every way as a direct result of its target platform. The number of good reasons to NOT do a mobile version outweigh the few good reasons to do one. It just seems greedy. Do you want a mediocre game on as many platforms as possible or do you want a stellar game on only a few platforms? Make your choice. You can't have both.

    Who made this rule? What you are arguing here is just using gamepads vs touch controls.The game is optimized for gamepads. Android supports gamepads, and iOS does too. Millions of people play PS1, SNES, MAME emulators on mobile. I have already built in settings to scale from low quality to high quality, which is also useful for people to play on underpowered PC's and laptops.

    I think your mindset toward mobile games is a bit shallow. If I make an experience that plays best on a gamepad, but someone would prefer to play with touch controls, then what's the problem with that?

    If being "greedy" includes making a game available to as many people as possible, then I guess I'm guilty. What negative impact does adding touch-screen inputs to my game do? I've already stated I'd consider a 2-button grab, but I'm going to look into multiple options if I decide to do that.

    I find it a bit hypocritical for everyone to be pissed at mobile games for being watered down experiences, but then when someone tries to bring something with gameplay depth to the platform, that's not ok either.

    Honestly though I'd rather not debate the merits of porting to mobile here because I know the SRK community doesn't want to play on mobile. I presented the PC version here and that's what I thought everyone would be most interested in (until I can get on consoles).
    Post edited by MABManZ on
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2014
    It's not hypocritical at all. The mobile platform is made only for casual games. Everyone knows this. Trying to put a "serious" game on there is a lost cause because it's not meant for those types of games. There is absolutely NO ONE on the face of the earth who would prefer to play a fighting game with touchscreen controls, unless they were someone who was completely unfamiliar with video games as a whole, in which case they wouldn't be interested in the game in the first place. Anyone who's played on an emulator for phones knows that phone emulators suck shit, precise inputs can't be done with a virtual controller that offers no tactile feedback, which is the entire reason they added gamepad support to mobile devices (thus eliminating the entire point of the mobile platform to begin with). Your audience is limited to people who have controllers that work on mobile phones, which is an infinitesimally tiny portion of the mobile gaming audience. If they gave a shit about games they wouldn't be doing it exclusively on a phone, and chances are the few people who do have controllers probably have more dedicated gaming devices anyways like PCs and consoles.

    The Super Meat Boy guy put it best: today's mobile games are the equivalent of those shitty tiger electronics games from the 90s. They have Megaman and Sonic and Street Fighter on there but you can't experience these games fully because of the limitations of the mobile platform. You should listen to this guy's speech.

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  • MABManZMABManZ Joined: Posts: 49
    edited May 2014
    Well to me, there are hundreds of thousands of people who buy gamepads for their tablet/phone and want games for it, or the microfraction of people who DO use touchscreens for games like this. There's a market for the stuff, even if it's small. There's no reason for me to not consider it because the cost of doing it is so little.

    But I digress...the mobile version is far off and I'm focused on the PC/Microconsole version right now. Maybe that landscape will change when the time comes to put it on mobile, or maybe I'll change my mind.


    To anyone keeping up w/ the thread: I've been slaving on this Kickstarter page for a while now and will be launching in about 24 hours! Take a look at the preview and tell me what you think!

    Also, the updated indieDB demo will now SHOW the error message for why games won't start. I've gotten numerous reports of people not being able to start matches and I really can't figure out why!
  • MABManZMABManZ Joined: Posts: 49
    Hey guys...Kickstarter is Live! The new demo on IndieDB has a few fixes:

    - Various small AI fixes; Very short block stun, the AI should no longer be able to block for 1 frame.
    - Fixed problems with gamepads getting "Ready", should now show error messages for why matches won't start
    - Increased speed for Timeout lazers closing in

    KICKSTARTER - https://www.kickstarter.com/projects/1518707381/combat-core-high-powered-arena-brawler
    GREENLIGHT - http://steamcommunity.com/sharedfiles/filedetails/?id=259565917
    DEMO - http://www.indiedb.com/games/combat-core

    Please download, upvote, and hopefully pledge to the project!
  • MABManZMABManZ Joined: Posts: 49
    New gameplay mechanics video for those who haven't tried or learned through the demo! Kickstarter has been pretty rough, can't really tell if it's disinterest or lack of exposure. I've pretty much exhausted all of my personal networks, and still trying to get some coverage from bigger news sites like Rock Paper Shotgun and Kotaku.



  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Just saw the new trailer and, holy crap.



    This looks WAY better now that you've hired proper artists, it's like night and day! I absolutely love what you've done with it.
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  • MABManZMABManZ Joined: Posts: 49
    edited May 2015
    Ah thanks! You can take some credit for kicking me about it, haha (also on dropping mobile support)

    I really got lucky that I was able to find an awesome artist who believed in the game and also was an indie developer and Power Stone fan :)
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2015
    Haha, well I'm glad you took the advice, I wasn't trying to "kick" you, just wanted to give you some proper direction. I'm glad you saw my side of things.

    I absolutely love Ember, she's the type of character I've been longing for in fighting games and actually looks a lot like one of my game's characters, Milchi. I think they'd make best friends.

    I'm pumped for this now! I can't wait to pledge something. One thing I think you should do is look for more arcade-style punch and kick sound effects. You know, the kind that are really loud and sharp, like the ones at 3m41s in this video. Those are the types of sounds I feel are missing.

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  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Looks really good, I can't wait to get this one steam. Loving what I see.
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  • MABManZMABManZ Joined: Posts: 49
    edited May 2015
    Yes will definite
    PSYCH0J0SH wrote: »
    Haha, well I'm glad you took the advice, I wasn't trying to "kick" you, just wanted to give you some proper direction. I'm glad you saw my side of things.

    I absolutely love Ember, she's the type of character I've been longing for in fighting games and actually looks a lot like one of my game's characters, Milchi. I think they'd make best friends.

    I'm pumped for this now! I can't wait to pledge something. One thing I think you should do is look for more arcade-style punch and kick sound effects. You know, the kind that are really loud and sharp, like the ones at 3m41s in this video. Those are the types of sounds I feel are missing.

    Yes, I will definitely get some more sounds in the mix but I'm pretty much restricted to finding free audio files and using/manipulating them. The music volume was also a bit higher than normal due to it being a trailer, so some of the hit sounds got drowned out. Most of the hits are based off potato sacks or large objects hitting the ground, haha


    I'm working on a new demo to put out in another week or two, would love to get more feedback on the new mechanics!
  • MABManZMABManZ Joined: Posts: 49
    I've been scrambling to keep all the forums/social media up to date, the new Kickstarter for Combat Core is live now!

    https://www.kickstarter.com/projects/1518707381/combat-core-high-powered-4-player-arena-fighter

    Check it out and try the new demo, would love to get more feedback! And also maybe donate :)
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2015
    I'll donate to it as soon as I'm able.

    What sort of art print do you get in the $80 tier? Is it just existing art or is it made to request?
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  • MABManZMABManZ Joined: Posts: 49
    PSYCH0J0SH wrote: »
    I'll donate to it as soon as I'm able.

    What sort of art print do you get in the $80 tier? Is it just existing art or is it made to request?

    Rob will be doing some new artwork for the prints and wallpapers, but not made to request!

  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2015
    I had a chance to check out the free alpha you put up.

    It's fun, but definitely needs more polish. What I think you absolutely need are better audio/visual cues. The sound effects are weak and don't have any impact to them, and it's hard to tell when you are immobile, leading to frustrating moments where you're mashing the buttons and wondering why your character isn't moving or teching a knockdown. I think characters should have a flash or spark to indicate when they're able to move again. Also, it looks particularly bad when the characters ragdoll and float around like they're party balloons.

    I don't know if you're willing to change the controls at all, but tapping/holding a button to do different moves isn't very intuitive. I don't think parry needs its own button. This is only a suggestion, but this is how I'd do it:

    X: Light
    Y: Heavy
    B: Grab/Throw
    A: Jump
    LB: Core Attack. This should be mapped to a shoulder because you're not gonna be using it very often, unlike the face buttons.
    RB: Shield/Evade. Parrying only occurs when you press shield at the EXACT moment of impact, similar to how it works in Third Strike (or more aptly, Smash Bros.)
    Post edited by PSYCH0J0SH on
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  • MABManZMABManZ Joined: Posts: 49
    edited May 2015
    PSYCH0J0SH wrote: »
    I had a chance to check out the free alpha you put up.

    It's fun, but definitely needs more polish. What I think you absolutely need are better audio/visual cues. The sound effects are weak and don't have any impact to them, and it's hard to tell when you are immobile, leading to frustrating moments where you're mashing the buttons and wondering why your character isn't moving or teching a knockdown. I think characters should have a flash or spark to indicate when they're able to move again. Also, it looks particularly bad when the characters ragdoll and float around like they're party balloons.

    I don't know if you're willing to change the controls at all, but tapping/holding a button to do different moves isn't very intuitive. I don't think parry needs its own button. This is only a suggestion, but this is how I'd do it:

    X: Light
    Y: Heavy
    B: Grab/Throw
    A: Jump
    LB: Core Attack. This should be mapped to a shoulder because you're not gonna be using it very often, unlike the face buttons.
    RB: Shield/Evade. Parrying only occurs when you press shield at the EXACT moment of impact, similar to how it works in Third Strike (or more aptly, Smash Bros.)

    The parry is more modeled after how Soul Calibur/DOA work. Because the attacks are quite fast, the parry window is big enough to throw it pre-emptively vs always reactionary. I think having the level of precision equal to 3S would make parry inaccessible for a lot of folks. Also I would imagine it cause players to instinctively TAP guard to parry, which is the input for roll/evade.

    I also have throw/parry assigned to X+Y and A+B along w/ the shoulder buttons for those that prefer to stick to face buttons (I usually do them this way myself)

    As for ragdolls/disabled characters, it's pretty simple to know when you can move - you are always disabled unless you tech recover, or get up (off the ground). Your character flashes white and does a spinning/flip animation when you tech recover so it's pretty obvious, and it's fairly easy to see when you character is "getting up" from ragdoll, in which you can then roll or guard (while getting up). Most good players would be using tech recover 99% of the time, anyway.

    What do you mean by "floating like a balloon"? Admittedly this sort of happens but only on the final hit/pause, because the physics calculations get thrown off when you scale time (will fix this)



  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2015
    When I say "floating like a balloon" I'm referring to the thing that happens to Ember at 1:10 in this video. When they become t-posed and spin like that it just doesn't look very good.



    If you have large parry windows you risk dumbing down the game. People will just mash the parry button when they see an attack coming. Parrying isn't supposed to be easy to do, because the rewards for doing it are supposed to be great. Also you're underestimating the ability of your audience to use these tactics skillfully. Not knowing how to parry right away doesn't mean the game will be "inaccessible", it's all part of learning the game.

    Smash Bros does it well, where pressing shield at the exact moment a projectile hits you will completely negate the projectile. But in any case I think the first problem you should fix is tapping/holding to do certain moves. It doesn't feel right; for a game like this, I think it's best if each button only does one thing.
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  • MABManZMABManZ Joined: Posts: 49
    PSYCH0J0SH wrote: »
    When I say "floating like a balloon" I'm referring to the thing that happens to Ember at 1:10 in this video. When they become t-posed and spin like that it just doesn't look very good.

    If you have large parry windows you risk dumbing down the game. People will just mash the parry button when they see an attack coming. Parrying isn't supposed to be easy to do, because the rewards for doing it are supposed to be great. Also you're underestimating the ability of your audience to use these tactics skillfully. Not knowing how to parry right away doesn't mean the game will be "inaccessible", it's all part of learning the game.

    Smash Bros does it well, where pressing shield at the exact moment a projectile hits you will completely negate the projectile. But in any case I think the first problem you should fix is tapping/holding to do certain moves. It doesn't feel right; for a game like this, I think it's best if each button only does one thing.

    Gonna have to disagree here. The game is a "party brawler" so having mechanics that require a lower skill curve are paramount to keeping that feel. I want to have a solid combat system with some depth, but at the same time give non-competitive players the opportunity to enjoy themselves. The amount of standard, character-based defensive and attack options in Combat Core already surpass what is available in Power Stone 1, and Power Stone 2 was even more simple w/ it's mechanics. Also, there are several ways to punish an opponent who uses parry too much (throws, core attacks, or a quick follow-up after a projectile) The reward for parrying is also not always huge, I was aiming for it to be used fairly often to keep players active defensively as well as attacking, and sort of approached it to how Soul Calibur's guard impacts work:

    The "balloon floating" is something that only happens on the final hit of a match and time is scaled down too low for the physics to keep up, this will be fixed in the future!

    As far as changing the actual control scheme, I'm afraid I'm too far down this path at this point and feel comfortable with the setup. I may look into changes if players/backers have a concern with this after I get feedback from more people.
  • DimeDime Wasting time Joined: Posts: 11,044
    edited May 2015
    Soul calibur had the best parry ever constructed. GGxrd flat out copied it and I for one can say that I'm extremely happy with that. A well designed parry system like soul caliburs is ridiculously fun, some of the funnest times I've ever had with a fighter were sc2 parry battles.
    Gettin' my derp on.
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2015
    MABManZ wrote: »
    PSYCH0J0SH wrote: »
    When I say "floating like a balloon" I'm referring to the thing that happens to Ember at 1:10 in this video. When they become t-posed and spin like that it just doesn't look very good.

    If you have large parry windows you risk dumbing down the game. People will just mash the parry button when they see an attack coming. Parrying isn't supposed to be easy to do, because the rewards for doing it are supposed to be great. Also you're underestimating the ability of your audience to use these tactics skillfully. Not knowing how to parry right away doesn't mean the game will be "inaccessible", it's all part of learning the game.

    Smash Bros does it well, where pressing shield at the exact moment a projectile hits you will completely negate the projectile. But in any case I think the first problem you should fix is tapping/holding to do certain moves. It doesn't feel right; for a game like this, I think it's best if each button only does one thing.

    Gonna have to disagree here. The game is a "party brawler" so having mechanics that require a lower skill curve are paramount to keeping that feel. I want to have a solid combat system with some depth, but at the same time give non-competitive players the opportunity to enjoy themselves.

    Even so, I don't really see how having a strict timing-based parry robs anything from this.

    I'm proposing that pressing the shield button at the exact moment of impact results in a parry. This is no more difficult than having to press a dedicated parry button at the exact moment of impact, and removes the need to have parry mapped to its own button. The only difference is that you don't get punished for attempting to parry, since if you don't parry you just put up a shield like normal, and there are no recovery frames from doing a parry attempt with this method, which is actually easier on casual players. Conceptually, shield button for parrying is very easy to understand, even to a casual player, and since you are the designer you are able to control how difficult this is to actually perform.
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  • MABManZMABManZ Joined: Posts: 49
    PSYCH0J0SH wrote: »
    MABManZ wrote: »
    PSYCH0J0SH wrote: »
    When I say "floating like a balloon" I'm referring to the thing that happens to Ember at 1:10 in this video. When they become t-posed and spin like that it just doesn't look very good.

    If you have large parry windows you risk dumbing down the game. People will just mash the parry button when they see an attack coming. Parrying isn't supposed to be easy to do, because the rewards for doing it are supposed to be great. Also you're underestimating the ability of your audience to use these tactics skillfully. Not knowing how to parry right away doesn't mean the game will be "inaccessible", it's all part of learning the game.

    Smash Bros does it well, where pressing shield at the exact moment a projectile hits you will completely negate the projectile. But in any case I think the first problem you should fix is tapping/holding to do certain moves. It doesn't feel right; for a game like this, I think it's best if each button only does one thing.

    Gonna have to disagree here. The game is a "party brawler" so having mechanics that require a lower skill curve are paramount to keeping that feel. I want to have a solid combat system with some depth, but at the same time give non-competitive players the opportunity to enjoy themselves.

    Even so, I don't really see how having a strict timing-based parry robs anything from this.

    I'm proposing that pressing the shield button at the exact moment of impact results in a parry. This is no more difficult than having to press a dedicated parry button at the exact moment of impact, and removes the need to have parry mapped to its own button. The only difference is that you don't get punished for attempting to parry, since if you don't parry you just put up a shield like normal, and there are no recovery frames from doing a parry attempt with this method, which is actually easier on casual players. Conceptually, shield button for parrying is very easy to understand, even to a casual player, and since you are the designer you are able to control how difficult this is to actually perform.


    Like you said, this eliminates punishing parry attempts and removes a layer of meta from the mechanics while also making it harder/more confusing to execute. Another point, having more than 2 primary attack buttons would make mouse/keyboard controls even more cumbersome, and since this is currently a PC-only game there are a great number of people who will actually use these controls, and if you aren't using core attacks very often then you probably should!
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited May 2015
    Dude I give up.

    I respect that it's your game and you're free to do what you want with it, but I just wish you'd be a bit more open minded.
    Post edited by PSYCH0J0SH on
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  • MABManZMABManZ Joined: Posts: 49
    PSYCH0J0SH wrote: »
    Dude I give up.

    I respect that it's your game and you're free to do what you want with it, but I just wish you'd be a bit more open minded.

    Ah dude I have taken all your feedback seriously and really appreciate it! I've already touched on some things you pointed out last year (adding throws, more knockbacks, dropping mobile, better characters)

    But that kind of change is not something I can toss in quickly to test out, it changes some some of the fundamental mechanics and the way the game feels/controls, and would take some time to implement.

    You're literally the only person that has suggested removing the button hold attacks or felt that the current button layout wasn't intuitive, and I'm heavily in "campaign mode" for much of the Kickstarter run and have less time for actual game development. I'm hoping to get a larger pool of feedback from backers when this is over, if there's an outcry for a change in the button layout then it will definitely be looked into. I'll be looking to backer feedback on A LOT of issues going forward!

  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Sure. Well if it ever becomes possible to experiment with this in the future, please try to implement my suggested controls? Just to give them a try and see which style people like better. It's just all in the interest of developing the game.

    Anyways, I tried to donate yesterday, but sadly Kickstarter doesn't accept Paypal, which sucks as I have no credit card.
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  • MABManZMABManZ Joined: Posts: 49
    edited June 2015
    Mechanics from the new update:

    Attack Mixups

    Although Combat Core keeps the attack inputs simple with 2 buttons, you still a have a lot of options available in your arsenal!

    Most characters will have 3-5 hit string if you continue to press the same attack input, but you can actually switch between attack strings at any point of the combo.

    1cdd450b387d91d17f7907314cf701f2_original.gif?v=1432850314&w=639&h=&fit=max&q=92&s=97a01e2cf9122be0c0160384d1ef7098

    Here you can see Bruizer's 2 basic combo strings, but also a variation mixing both, or also executing a heavy or core attack during the combo!


    Parry/Catch

    Parries can be executed by either the default parry button (Q on keyboard, LB on Xbox Gamepad) or by pressing jump + guard at the same time. A successful parry will cause a non-damaging stun to the attacker and open up an opportunity for a counter attack!
    bb102ece700834975b9789da92d40d49_original.gif?v=1432852702&w=639&h=&fit=max&q=92&s=692389cf550a5a358b9c770e45ed703c
    If you time it right, you can parry and catch weapons or projectiles!

    Air Recovery (Tech)

    c16ca706609939629a333cfa77ce4ef6_original.gif?v=1432863698&w=639&h=&fit=max&q=92&s=a03c8b6b4996075af8b9a43fc1c9b679

    If you press roll/evasion while airborne, you can recover faster than you would waiting to stand back up! You are also invulnerable until you land on the ground.


    Roll Invincibility Frames

    The roll evasion move (default is tap B/middle click)has more utility than just increased movespeed. The first few frames of the roll you are actually invincible! With quick timing (or luck) you can completely evade all attacks, even grabs or core attacks! But it does not last the duration of the entire roll, so be careful!

    85ac615ab3070aa465c038af42eb0272_original.gif?v=1432869890&w=639&h=&fit=max&q=92&s=2f26aab6a45b623983510a91b709b4b6


    Rolling at the right time can evade ANYTHING
    Post edited by MABManZ on
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    How do you pronounce "Pugi"? Is it "pyuji" as in "pugilist"? Or just "Poogie" with a hard G?
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  • MABManZMABManZ Joined: Posts: 49
    It's short for "Pugilist" so yeah, "Pyuji" would be the correct pronunciation. Would love to hear some opinions on the characters names because me and the character designer (Rob) are constantly fighting about them, haha.
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited June 2015
    Maybe you should spell it "Pugie" so that people are more likely to pronounce it that way. Regarding the others names, for Bruizer, how about making that his surname, with his initial in front of it? Like "J. Bruizer" or something, that's how Capcom and other arcade fighters did it back in the day.

    I don't know what your plan is regarding the story but from the way you're presenting the game it seems to be some sort of televised sporting event with characters in uniforms and costumes? In which case they'd all be using stage names and not their real names. You could have their real names in their bio pages.

    By the way, I'm sketching a little piece of fanart for you guys. I don't know if I'll color it right away, but the sketch should be done soon. Please show it to Rob when it's done!
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  • MABManZMABManZ Joined: Posts: 49
    Yeah we will might do something like that, Rob is really stubborn with the naming though but maybe the backers can convince him to budge :D

    Can't wait to see the fanart! So far we have 2 Pugis and a very rough Jondo haha
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited June 2015
    Sorry it's taking so long. The lineart is almost finished, and don't worry, it's not Pugi.
    Post edited by PSYCH0J0SH on
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited June 2015
    Alright, well apart from a few details, the lineart's basically done. I still have to add some things yet though. When's your next update?

    Here it is if you want to see what I have so far. I figured since both our games have huge, brawny tan-skinned grappler girls, why not have them meet up?

    http://i.imgur.com/OENwKyu.jpg

    It's still not quite done, I'll add the remaining details tomorrow.
    Post edited by PSYCH0J0SH on
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  • MABManZMABManZ Joined: Posts: 49
    Haha nice, is Ember 50ft tall or did Milchi shrink? :D Gonna post a new update tonight showing some of Jordan's character models
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Could be either one...
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Right, lineart's all done!

    http://gigamaidens.deviantart.com/art/Milchi-Meets-Ember-GigaMaidens-Combat-Core-538545764

    I'm gonna take a break for now and I'll color this later.

    If you post it, please link it to my game's deviantart page. Thanks :)
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