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

2»

Comments

  • 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.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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.

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • 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?
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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: 10,215
    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.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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?
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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!
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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...
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • 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 :)
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • MABManZMABManZ Joined: Posts: 49
    Thanks dude! I posted in the update that went up today:

    https://www.kickstarter.com/projects/1518707381/combat-core-high-powered-4-player-arena-fighter/posts/1259284

    I'll post it again if you color it!



  • tatakitataki misplaced Joined: Posts: 7,692
    Fighting game tutorials, matches, and funny stuff:
    http://www.youtube.com/user/novriltataki
    Former account:
    http://www.youtube.com/user/playtowin
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited June 2015
    AWESOME!!! You're funded with just an hour and a half to go!!! Congratulations!!!
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬



  • drwill439drwill439 I'll never understand. Joined: Posts: 2,953
    Great to hear that you got funded!
    Unfortunately, I forgot you were on Kickstarter until I saw Iga plug your game on his Bloodstained page. Otherwise, I would've bought the 4 pack.
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • MABManZMABManZ Joined: Posts: 49
    Thanks for everything guys! Now to get back to work, haha.

    @drwill439 Thanks man! There will definitely be a 4-pack option when we release on Steam in the future
  • phoenixnlphoenixnl Joined: Posts: 641
    edited June 2015
    I decided last minute that I didn't want to see your game not receive the funding. The enormous progress you made from your first campaign till now gave me the confidence that you and your team would make a great game out of this. Congratulations!

    It's good to see that the general kickstarter fatigue that seems to've kicked in all over the internet isn't affecting the small developers working on fighting game related stuff (Both this and Pocket Rumble being successful and all...)
  • MABManZMABManZ Joined: Posts: 49
    Hey Combat Core fans!

    The summer is winding down, and I wanted to take time to climb out of my development hole and give everyone a progress update!

    Progress on Mist!

    778de91587025ee5ed7ff7c9f8bb4b95_original.gif?v=1441120408&w=639&fit=max&q=92&s=a205af61f22b6154173296cef2611fb2

    da7baf9b76f9209a98d7b45dcde4e871_original.gif?v=1441120627&w=639&fit=max&q=92&s=fe79d71617507071a6f26e0e1ad66d49


    Mist; our cunning and smooth kunoichi on the roster, is nearly complete! She uses a variety of smooth flowing attacks and evasion to dish out damage to her opponents!

    She's still missing her voice audio and some other visual/sound effects but her moveset is about finished. Mist is now playable in the new v7 Alpha, and all backers for the alpha tier are welcome to try her and give feedback!

    a9e926756cdcad1065d2ba77b9ce65d2_original.gif?v=1441125551&w=639&fit=max&q=92&s=29a5d2e5bc4c86ccf643dac1a77bb826


    Mist? I thought her name was Misuto?! You can decide!

    This is something me and Rob, our character designer have butted heads on - Rob originally gave her the name Misuto, but I'd prefer to call her Mist as I felt it is less confusing and easier to read/pronounce correctly. (Misuto is a romanized version of the Japanese pronunciation of "Mist") However, I'm open to reverting it to Misuto if the backers prefer it!

    Feel free to sound off in the comments, or alpha backers can vote on the Trello board! (both will be considered)

    32dbbebba6a9003f3ec03d474119c8d6_original.jpg?v=1441121633&w=639&fit=max&auto=format&q=92&s=5ba445e5b5377f2adb4a1a2fe7cde45b


    Along with the addition of Mist, the new alpha build includes a slew of balance changes, bug fixes, and a few new features including:

    - Remappable buttons (and an option to enable/disable light-to-heavy attack holds)
    - New Stage 5
    - Grab escapes
    - New alternate colors for Skatie and Jondo
    - AI Improvements

    Alpha tier backers can head to the Trello boards and grab the new build now!


    EVO and Smash Con 2015

    I was able to show off Combat Core at the EVO Champion Series in Las Vegas this year as part of the Media Indie Exchange! (The MIX) I had a great time meeting and getting feedback from backers and other competitive gamers!
    447828943fc90d7c708177c4f123d49e_original.jpg?v=1441125427&w=639&fit=max&auto=format&q=92&s=01d1b5ebb6fb933a920b7976522cf889


    Smash Con was held in Chantilly, VA for their 2nd convention year. I was able to run the first ever Combat Core competitive tournament! Congrats to "Sir Chunks", our first Combat Core champ, and a huge thanks to everyone who stopped by the booth to play!

    1293a6963a2e657318b2ded3dd61f9a6_original.jpg?v=1441125574&w=639&fit=max&auto=format&q=92&s=463372fc2175cc5f087577278c5971e9
    e65bfbd2b598999c6b44ab97d5bee1dd_original.jpg?v=1441125689&w=639&fit=max&auto=format&q=92&s=a0ae0de14d86378b5624cac8b625978e


    What's Next?

    With Mist mostly complete, Kayo will be next in line for development! He's a karate/shoto style fighter (think Ryu or Ken from Street Fighter)

    914cc7837cf79549fc37684d4a755cca_original.jpg?v=1441127634&w=639&fit=max&auto=format&q=92&s=34fe392f52ea8cac35b1a0dd56b4bd3b


    However, many other features are also in-progress and will hopefully be implemented in the next alpha!

    - Complete port to Unity 5 (this has been in progress for a while)
    - Voice casting/recording for Mist
    - 3-section staff weapon
    - Spiral Slam Core Attack
    - More alternate color palettes
    - More custom character accessories


    I've been trying to get a new alpha build out at least once per month (barely made August!) so hopefully it won't be long!

    That's it for this update! Thanks, and please comment for your thoughts on the naming for Mist vs Misuto!

    - Micah "MABManZ" Betts
  • drwill439drwill439 I'll never understand. Joined: Posts: 2,953
    I can't seem to find the game on Early Access. Is it not out yet, and if not, what's the ETA for an Early Access release?
    Steam: [PCFL]Dr. Will Xbox 360/One: DrW1ll439
    PSN: drwill439 CFN:WKA439 (PS4) or drwill439(Steam)
  • MABManZMABManZ Joined: Posts: 49
    edited September 2015
    Currently only in closed alpha (Kickstarter backers), but there is a free demo out. Shooting to have it out on Early Access around the end of the year or beginning of 2016

    Demo - http://www.indiedb.com/games/combat-core

    Some things not in the demo (that are currently in the alpha)
    - 6 original characters (2 in demo)
    - 7 core attacks (2 in demo)
    - Custom character saves
    - 6 stages (1 in demo)
    - Remappable buttons (and option to enable/disable light to heavy attack button holding)
    - Grab escapes
    - Arcade mode
    - A bunch of small mechanics/balance changes
  • MABManZMABManZ Joined: Posts: 49
    Hey guys!

    The game is out now :)

    Let me know how you like it so far!

    http://store.steampowered.com/app/405670
  • truendymiontruendymion Beer Me! Joined: Posts: 2,190
    Anyone playing this game?
2»
Sign In or Register to comment.