New Indie game! Immortal Fray: A fairy tale fighting game with characters we grew up with!

xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
Immortal Fray


8KYGs9b.png

Immortal Fray is an indie fighting game project by ZoneWalker Games LLC
Copyright 2014

Version 3.0 currently under development

Gameplay Demonstration Trailer V2.0:
[media]https://www.youtube.com/watch?v=XkbHsyp2dFo




Here is the demo for PC.

Demo V2.0 Download Link:

PC:
https://www.dropbox.com/s/id9xtkkww3qgr0v/ImmortalFrayBuild.zip?dl=0

Mac:
https://www.dropbox.com/s/5dojcxvvc0x8liv/MacBuild.zip?dl=0

If you have a good PC check it out and let me know what you think!

Make sure to read the instruction files included in the .zip and change your controls to your liking when you start the game.

For Demo V2.0 youll have to subscribe to the Immortal Fray mailing list to receive the download link

It's a traditional 1v1 2.5d fighting game based off fairy tail characters: Peter Pan, Captain Hook, Little Red Riding Hood, Big Bad Wolf, Santa Clause, Hercules, Momotaro, Tsuki no Usagi and many more!



Story:
The immortal, dark sorcerer Jolly James Hook has traveled to our dimension in search of the power of the gods. He has learned that the final resting place of the God of Insanity resides within our domain. With a sacrifice in tow, Jolly James Hook aims to wake the God of Insanity and acquire it's power of control over reality. Heroes and villains will clash in an epic struggle to aid, or stop Jolly James Hook in his quest for ultimate power.
indieDB: http://www.indiedb.com/games/immortal-fray-the-rise-of-cthulhu
Facebook: https://www.facebook.com/ImmortalFray
Youtube: https://www.youtube.com/channel/UCr9xGDCcSdXwnvCDpyjuRCQ
Twitter: https://twitter.com/XImmortalFrayX
Tumblr: http://xxzonewalkerxx.tumblr.com/
Official Site: http://www.zonewalkergames.com




I am currently developing V3.0 of Immortal Fray with polished graphics and new features. In order to get to this point I reached out to the community for their opinions. I held polls for character designs that were most successful, and once I had a good idea on the art style that marketed well with people, I went ahead and finalized the rest of my playable roster for the game.

Iteration is the name of the game
BXnhrgH.jpg

I develop several pieces of concept art before I move forward. Then I create a model sheet to build the 3d asset off of.
10525596_599835563480290_8493211821196146640_n.pngoh8f2c513d1e9aed02b9440eb72a3cdd5doe5537717D
2b5YcTw.jpg

This is what the game used to look like and what the demo V1.0 currently looks like
GameShot3-1024x576.jpg

This is how the game is developing now
BxqQsSC.png
Vk2bHI5.jpg

I am an avid fighting game fan and I am trying to deliver my own unique experience to the genre. This game is basically everything I love about fighting games combined into one story. I am reaching out to the SRK community for feedback and opinions on my journey through this game's development. I plan to release version 2.0 of the prototype around September so stay tuned!
Post edited by xXTheZoneWalkerXx on
«134

Comments

  • Zangief129457Zangief129457 Joined: Posts: 82
    Good work. Add Hansel and Gretel or Humpty Dumpty maybe.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Being a fighting game enthusiast and a game developer, kudos to how far you've gotten with this. I've worked on countless student projects and this has the smell of one. Not that it's a bad thing, but you may want to consider taking out what made it an ok presentation and focus on what can make it a better game.

    If you're going to ask for money I'd steer clear of trying to get licenses for the characters and/or cinematics. I don't think people are going to jump on those characters or ever care about story so it's an avenue to avoid. Instead really get that combat engine down until it "feels" good. It looked better than I expected in action but (forgive me if I'm wrong) I get the feeling that besides being able to link combos and do normals there isn't much there. Find the element that either makes your game standout from a gameplay/combat perspective.

    Consider just making a great "feeling" prototype and focus on some player feedback. Get one really nice rig with proper animations and transitions first to use as a base for the other characters. Make it mod friendly and easy to manipulate and I bet you would get the community making models and artwork for it. Like a 3D MUGEN of sorts. Even if you don't go that route it's important you create a solid framework on a small scale before ramping up. But don't spin too many cycles branding it with characters you'll never get the chance to use and cinematics that everyone will skip.

    Thank you sir, this is why I posted to this forum so I could get feedback. You're right, as of right now its mainly just a traditional fighting game. Im working on some polished trailers to show off how much the game has evolved since the last gameplay trailer. This is definitely an indie effort since I'm doing it all on my own.
  • C-SwordC-Sword Joined: Posts: 750
    It looks pretty good, I'm liking the concept, will definitely play. How many of you are working on this?

  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    C-Sword wrote: »
    It looks pretty good, I'm liking the concept, will definitely play. How many of you are working on this?
    Thank you very much! Right now there are 3 people working on this game. Im excited to have the demo ready for people to play and download!


    d3v wrote: »
    Nice to see someone actually come up gameplay footage of their indie fighter before posting here.

    As for the game itself. I'm guessing this is running off UFE 3D. Some things need some work. The camera for one seems to be at an odd angle and 2/3 to half of the screen is the floor, angling it slightly upward should help.

    Thank you! Yes you are correct I am using UFE3D. I appreciate the feedback I will do that with the camera!
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 37,124 mod
    Gotta at that, at the moment, something about the animation and hits feels weird.
  • ForkliftKillerForkliftKiller Joined: Posts: 38
    UFE 3D, very cool. Had no idea something like this existed. But like everything Unity there seems to be some kind of solution for just about everything without much searching. Now if only they invested more in their audio engine and I'd be much happier. But I digress...

    All the audio sounds placeholder as well, that so?
  • Running WildRunning Wild Rock You Like A Hurricane Joined: Posts: 3,184
    edited February 2015
    This reminds me of Nintendo 64 fighting games.

    I don't really get the "Rise of Cthulhu" subtitle though. Could of sworn that's been used already.
    YouTube Channel - All sorts of random vidya's of fighting games and shit.
    Stream - Watch me bad in various classic fighting games.
    RB2: Xiangfei, Cheng, Mary, Geese
  • samirerresamirerre Joined: Posts: 170
    wow this is so awesome, congrats man, a sorta chibi style 3d fighting game.
    it really fits for a 3ds console thou.
    anyway dump us a demo so we may give you a better feedback.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Yes sir samirerre, as soon as im done implementing the new features I've been working on and brushing up the graphics and animations, I will release the demo for everyone to check out. Im aiming for the end of March or early April time frame.
  • BB_HoodyBB_Hoody Nice plane you have there. Be a Shame if something went wrong in flight and it crashed Joined: Posts: 5,017
    I'm no expert on game design or even the slightest idea what goes into it. Let alone fighting game design. I just know how to draw. But I have to give respect to anyone who would attempt to make their own game. I hope to as well make a fighter someday. You and your people keep at it. Good luck.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Thanks BB_Hoody that means a lot :). If you have an idea, then I feel Google is all you really need to learn how to make your game take form. Also, making games is fun because you're always stressing it in your mind how to achieve something and you're never bored haha!
  • MajormelisThereMajormelisThere no labels Joined: Posts: 497
    I really really like the idea, i cant wait to see a more polished version. For a one man team, this is impressive!
    Skullgirls: Parasoul, Cerebella
    JOJO HFTF: Polnareff, Iggy, jotaro
    Umvc3: poor spider-man, poor ryu, ok sentinel
  • ascensionXascensionX Joined: Posts: 404
    I'm liking the progress on this game, are you using the ufe
    Support the Ascension X Project https://facebook.com/AscensionX2013 and follow us on twitter https://twitter.com/chrissanders3
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Thanks guys! I am indeed using a modified source version of UFE. I'm really excited with how the game has progressed. It's much different than what you'll see in the current trailer. Right now I'm polishing up the effects and gameplay tweaks I just implemented and Im preparing a new trailer for a live demo at a show in Jacksonville, Fl on July 25th 2015.

    As I previously mentioned, I'm trying to make sure that my motion trail effects are working as they should, implementing a story mode with CGI cinematics, an eye catching character selection screen, a new gameplay mechanic (which I wont reveal until the trailer is out), and I'm polishing the animations and shader graphics as well as the camera

    In the meantime you can enjoy these fresh renders of the proxy models I've been using for the actual full game.

    10995850_632367123560467_3111932098693534661_n.jpg?oh=a0aeaae8a889409c1b5b9abec8c6f15e&oe=5553828B&__gda__=1430832691_eeadc67150433e97e3ddeea504ae9e8b

    11024758_632384246892088_5728416640808533494_n.jpg?oh=907671f57add9336cf797720c3a5967d&oe=5548D4F7


  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited February 2015
    I'm sorry, this looks terrible.

    Not the gameplay, the gameplay looks fine. I'm talking about your art assets, which are dog ugly. They are extremely amateurish and inconsistent, half of them are cartoon characters while the other half are pseudo-realistic? They don't even slightly resemble each other from an aesthetic point of view. Even crossover titles that bring in characters from multiple different IP manage to stylize them in the crossover game so that they look like they belong in the same game.

    When you don't have that consistency it looks like a complete eyesore. You NEED to get better 3D artists.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    GigaMaidens on twitter - on deviantArt - on Discord

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



  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Thank you for your input PSYCH0J0SH :). I do plan to revisit the art assets once my prototype is complete and available to the public. The reason I am planning to pitch a kickstarter campaign is so that I can afford a larger team and work full time on making this game the best that it can be for current gen systems.
  • liero116liero116 #rumblepack Joined: Posts: 203
    PSYCH0J0SH wrote: »
    You NEED to get better 3D artists.

    Elaborating on this a bit (from my point of view). The art style might not work for 3D. The 2D is pretty ok. As J0SH mentioned, yeah - it's a bit inconsistent, but you may need to actually redo the 2D art first. Seriously some 2D art styles do not translate into 3D very well. If you're having an issue with making this work, I'd recommend having your 3d designer also design the 2D characters. Or have someone who is more familiar with the 3D design process take a crack at it.

    BB_Hoody wrote: »

    You sir take criticism like a boss. Most people would've raged at J0sh for that lol.

    Yeah seriously. Kudos to you for being open to making your game the best it possibly can be.

  • bchan009bchan009 Joined: Posts: 782
    Thank you for your input PSYCH0J0SH :). I do plan to revisit the art assets once my prototype is complete and available to the public. The reason I am planning to pitch a kickstarter campaign is so that I can afford a larger team and work full time on making this game the best that it can be for current gen systems.

    That's good, but I'm concerned that the art will turn off potential backers. Gameplay is great, but a large majority of people will be drawn in by style and appearance. I'd say finish what you can of the game part first, and then see what you can do with the art.

    Check out my work!

    MY WIP FIGHTING GAME

    TUMBLR | hk-5.net
    YOUTUBE | youtube.com/user/bchan009
    TWITTER | twitter.com/bchan009

  • BB_HoodyBB_Hoody Nice plane you have there. Be a Shame if something went wrong in flight and it crashed Joined: Posts: 5,017
    Rick Ross wrote: »
    How come Jesus is not in the roster?

    A budding developer doesn't need that kind of controversy man.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    So my motion trails are complete :D. Moving on to the next thing on the checklist. I'm confident Ill have the demo out for you guys by the end of this month/ middle of next month.

    I'm also making an opening cinematic trailer, and an updated gameplay trailer so stay tuned for that!
    Post edited by xXTheZoneWalkerXx on
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    d3v wrote: »
    Gotta at that, at the moment, something about the animation and hits feels weird.

    there's like no hitstop
    youtube mvci/sfv/etc. twitter @delbuster
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    phantasy wrote: »
    d3v wrote: »
    Gotta at that, at the moment, something about the animation and hits feels weird.

    there's like no hitstop

    If you mean a pause-effect during the impact of a hit, that, along with the new polished hit animations is something I've addressed in the current build. you'll be able to see these changes in the new trailer :). Ive also added dynamic blocking animations and new "get hit" states.
  • KwyjiboKwyjibo Joined: Posts: 476
    edited March 2015
    The animations from that video are really bad. They are very stiff and unnatural. I would go as far as to say that you really should stop where you are at and work on your animation skills before creating anymore characters. Sorry if that sounds a bit harsh, but my initial reception of the game was a bit jarring due to those animations.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    Kwyjibo wrote: »
    The animations from that video are really bad. They are very stiff and unnatural. I would go as far as to say that you really should stop where you are at and work on your animation skills before creating anymore characters. Sorry if that sounds a bit harsh, but my initial reception of the game was a bit jarring due to those animations.

    Thanks Kwyjibo :). Again, while I'm working on this and posting footage I will stress to everyone that all of these assets and animations were built to create a functional prototype and on a 0 dollar budget. This is being done to showcase a potential Idea that can add to the world of fighting games. I am an avid fan of fighting games so my goal is to create something that will really entertain and inspire people to compete and show off their skills. With funding secured for the full game I will be able to hire more artists, programmers, sound engineers, oversee production full time and reinvent the art pipeline to better match the standards of the current generation consoles(better graphics). Currently I'm working with a 2d artist for concept art, a 3d artist for environments, and I am programming/modeling/rigging/animating/designing everything myself.

    Again....0 dollar budget and I fit development into the small cracks of my life.

    The demo and new trailers will include updated animations(working with what I have for now)/effects, shaders and hopefully a story mode. I'm working my hardest to prepare this for everyone. I do anticipate re-iterations of the demo based off of the feedback I get from the players.

    My 2D artist and 3D environment artist work full time jobs, I work part time, and I'm in my final 18 months of nursing school atm (I'm only going to nursing school to supplement my game development.....and help people). My ultimate goal in life is to have a development studio and publish sensational games because I know that's what I was meant to do. My girlfriend has been very patient with me in this endeavor, but I don't know how much longer shell hold out for me hahaha! I kid I kid. She doesn't read these forums....I hope.


    Post edited by xXTheZoneWalkerXx on
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    Ok so Im considering taking another pass at the characters. Their stylization and fashion would be similar but the characters themselves will seem more detailed. This may push back my projected releases date for the demo but it seems that most people are greatly concerned about the graphics
  • phoenixnlphoenixnl Joined: Posts: 643
    I think That if you want your game tested you should just release a demo without That visual pass. You can always choose to do another pass later. Im more interested in playing around with the game rather than the Graphics at this point.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    phoenixnl wrote: »
    I think That if you want your game tested you should just release a demo without That visual pass. You can always choose to do another pass later. Im more interested in playing around with the game rather than the Graphics at this point.

    I appreciate that sir, and I feel the same. I'll let everyone have a taste of what the game feels like before i give it a visual makeover :)
  • sethian0sethian0 B PoSiTiVe - B KiND Joined: Posts: 1,093
    Your concept art and idea is soo cool, but not super in to the 1997 look. I would just make the game look like your concept art and keep the rest of what you are doing.

    (hope honest feed back helps)
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    sethian0 wrote: »
    Your concept art and idea is soo cool, but not super in to the 1997 look. I would just make the game look like your concept art and keep the rest of what you are doing.

    (hope honest feed back helps)

    Thank you sethian0 that IS helpful. After the demo is released i plan to overhaul the games presentation with the new artwork I've been developing. Stay tuned for voting polls on designs for the cast and overall look of the game.

    I want the graphics to be loved by the community so everyone's vote will be important to me. Ill try to have them up this weekend.
    Post edited by xXTheZoneWalkerXx on
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    BXnhrgH.jpg
    https://epoll.me/ACdR3Krwe9U

    If you dont want the website above to access your facebook info then vote here
    strawpoll.me/3815994

    After the release of the beta version of Immortal Fray I will overhaul the graphics and art style of the game. My inspiration comes from games like Street Fighter IV and the animate films from Imagi Animation Studios(Creators of films like TMNT/ Big Hero 6/ Astro Boy).

    I need your votes to help me decide which style is most successful. I will make the highest rated costume the primary one and second highest the alternate costume in the next iteration of the Immortal Fray demo.

    A - Forest Warrior Pan
    (This version is inspired from Disney's design combined with my favorite hero in video games)

    B - Street Urchin Pan
    (This version is inspired from my favorite iteration of Peter Pan in the show Neverland)

    C - Martial Arts Pan
    (This version is inspired by Street Fighter and by the fact that Pan was trained in martial arts by an angel)

    D - Future Warrior Pan
    (This version is inspired by a dark future version of the story I created, and borrows from the design of a game I dream to develop one day)

    So please participate in this poll! After I have all of the votes I will upload my designs for Captain Hook. His designs are a little more complicated as I have 3 different body types to choose from, and even a female version.
    Post edited by xXTheZoneWalkerXx on
  • KwyjiboKwyjibo Joined: Posts: 476
    Not really down with websites that want to access my facebook info, so I placed my vote here:

    http://strawpoll.me/3815994
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    Hey thank you very much Kwyjibo Ill share this poll inside my post and other pages as well. And great choice by the way! Id be really excited if Immortal Fray went in that direction.

    *update*

    Ill be closing the poll for peter pan's new design tomorrow night so I can post the designs for captain hook and create my character sheets. Please cast your votes now!

    Also, completion of the playable demo is looking like it will be done on time so stay tuned!
    Ive come to a point where I can upload what I have for now while I work on polishing up the new features Ive been testing. The demo will work best if you have a wired xbox controller and a mouse. I will build mainly for PC's but Ill try to get a mac version working as well. Im still fleshing out the menus so you'll need a mouse to access some of the games features. The next iteration will be different.

    Im going to release a cinematic trailer. This will include the old art assets ive been using but this is mainly for demonstration. Ill make sure to stress at the beginning that these assets were made for the purpose of prototyping.
    Post edited by xXTheZoneWalkerXx on
  • ES_CurseES_Curse Get ready for emanci-PAIN SON Joined: Posts: 8,352
    Small questions: How do you intend for the matches to "flow"?
    -How many times should the player have to "hit" (begin a practical combo and deal full damage) to win? Is the game like Xrd/Marvel where combos deal insane damage and lead into bad positions for the defender, or more like CvS2 where you have to wear your opponent down over time?
    -If you have secondary gauges, (super, stun, etc.) how important are they to the gameplay and how fast do they build? Are characters going to be fairly uniform in their abilities like SF2, or are there going to be a lot of character-specific mechanics like Guilty Gear/Blazblue?
    -What movement options does a typical character have? Walking and jumping are the basics, then we get into things like high/low jumps, dashes/air dashes, rolls, and so forth.

    I know you're early in the design phases, and I've noticed you've certainly put a lot of thought into characters and presentation, but these are important things to consider so players really "feel" the game. It's the difference between the "Street Fighters/Mortal Kombats/Tekkens" and the "Shaq-Fus/Rise of The Robots/Kabuki Warriors" of the genre.
    formerly just5moreminutes. I guess the clock ran out.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    *Updates*
    Ok so im closing the poll for Peter Pan's final deisgn tonight and I have to say I'm rather excited to put time and effort into this :). I've been researching the shaders and effects of games like Street Fighter 4 and UMVC3; Two of my top favorite fighters. Ive also been studying the animation rigs of Imagi Animation Studios and Pixar as reference the current rigs Im developing. So far most people want to see the Forest Warrioir version of Pan. Future Warrior coming in at a close second. I'm excited to run the polls for captain hook as he'll have 9 designs to choose from. Two Male body types and one female body type. I would be intrigued to see Captain Hook as a female.

    eSR0sFb.png

    Like I said, the winner will be the primary costume and the runner up will be the alternate in the next iteration of the demo.

    As far as the demo is concerned, I plan on delivering right at the end of this month. I've fleshed out most of my checklist of things to accomplish. Im going to release the first iteration as it is with the features I've finished so far. The next iteration should have the (Still In Progress list) completed along with the new artwork.

    Finished/Implemented
    • Multiple dynamic motion trails that are character specific for attacks and movement
    • Balanced secondary gauge system for super/ ultimate attacks
    • Balanced damage scaling
    • Improved AI Template
    • Improved sound effects
    • Updated animations
    • Updated GUI
    • 3D real time title screen
    • Unique character selection screen showing 3D models when a character Icon is highlighted

    Still In Progress
    • Story Mode
    • Wall Bouncing
    • Alternate Costumes
    • Networked Multiplayer
    Small questions: How do you intend for the matches to "flow"?
    -How many times should the player have to "hit" (begin a practical combo and deal full damage) to win? Is the game like Xrd/Marvel where combos deal insane damage and lead into bad positions for the defender, or more like CvS2 where you have to wear your opponent down over time?
    -If you have secondary gauges, (super, stun, etc.) how important are they to the gameplay and how fast do they build? Are characters going to be fairly uniform in their abilities like SF2, or are there going to be a lot of character-specific mechanics like Guilty Gear/Blazblue?
    -What movement options does a typical character have? Walking and jumping are the basics, then we get into things like high/low jumps, dashes/air dashes, rolls, and so forth.

    I know you're early in the design phases, and I've noticed you've certainly put a lot of thought into characters and presentation, but these are important things to consider so players really "feel" the game. It's the difference between the "Street Fighters/Mortal Kombats/Tekkens" and the "Shaq-Fus/Rise of The Robots/Kabuki Warriors" of the genre.

    Thats great insight, just5moreminutes :). As it stands right now, and as far as testing of Immortal Fray is concerned, the maximum damage that can be dealt by one combo is a little over a 3rd of the defenders health. I personally wasn't a fan of how crossovers/mixups/single combos would determine the end of a fight. I favor CvS's approach to wearing down your opponent. This could easily change though; based off of the feedback I get from the community.

    The secondary gauge is for super/ultimate attacks. These attacks will pretty much determine who is ahead in a fight. The gauge builds up pretty quickly per hit so its possible to start a combo chain of at least 8 hits and have half of the gauge filled to end the chain with a super attack. It's a lot to disclose the percentage increase of each move so ill leave it at that.
    GameShot3-1024x576.jpg
    Stuns are dealt by certain moves specific to each character. I.E the grappling hook attacks (similar to scorpion from MK) of Captain Hook, or the medium version of Pan's flying knee and dive kick. I meant for these to cripple the opponent and leave them open to attack/combos. Each character will have specific abilities. Id like to stay away from any of the characters playing like another one, but I'm also trying to balance these abilities to avoid unfair advantage.

    As far as movement goes, characters will differ in that regard as well. some will run/jump faster than others, double jump, or even air dash (pan). Slower characters will have invincibility frames and grapple chains in some of their moves to compensate for speed.

    Hope that was informative :). There are some aspects of the game yet unknown, which i will disclose in time.
  • ES_CurseES_Curse Get ready for emanci-PAIN SON Joined: Posts: 8,352
    Okay, the combo damage/meter gain info sounds cool. It is still early, so keep a close eye on how those things are turning out.
    formerly just5moreminutes. I guess the clock ran out.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015


    This video is not a full gameplay trailer. Just a test for setting up the flow of the actual gameplay trailer and testing out the recording quality of Dxtory
«134
Sign In or Register to comment.