liero116 wrote: »
So I gave it a shot. Its a decent start but it's got some issues.
The first thing I noticed were the animations. The presentation overall need work, but you already know that. The animations feel stiff. Everything moves at the same time and has no real overlapping motion and a lot of the motion feels clunky. Try removing a lot of key frames. Too many makes animation feel clunky and unnatural. Also try offsetting certain parts on your idle loops as it will make your animation feel more natural. If you're using Maya, definitely take advantage of the motion path guides. You can get some really great curves by using that.
The biggest issue I have right now are your key poses. None of them are particularly strong. The best way to approach this is to start with your idle pose, then key out your attack pose and REALLY push it. Here's an example of what I mean:
Here's a jab punch pose. It's ok, but not exciting.
Here's the same jab, but pushed a bit.
By simply adjusting a few small things, the pose is more interesting. Sure the animation goes by quickly, but people notice whether they realize it or not.
Here's a more dynamic punch. It pushes it a little, but it could be more interesting.
This is the same thing, but pushed much farther. Granted it could probably be better but this is a decent start.
Since you're doing a very western cartoony style, you really have to push your poses. Probably the best reference for poses like this is Smash Bros believe it or not. They have some of the best cartoony extreme poses in the business.
Ok so on to the actual game play.
This part is tricky because I'm not really sure what kind of game you're going for. Even if I did, my opinions are separate from the actual issues.
Actual issues first.
Practically all of the attacks have no pushback. Peter Pan can do 12 jab combos. Hook can link out of his standing strong a few times. If you didn't have hitstun scaling, this would be pretty bad. Right now, it's just boring to watch these repetitive loops.
You don't appear to be able to cancel any crouching attacks into standing moves or specials.
There aren't any diagonal inputs and the input buffer is too wide making it very hard to play any kind of poking game with Hook.
No rematch option
When playing as Peter, Some of his air moves feel odd and when launching into an air combo, they miss occasionally when they really feel like they should be hitting.
His dive kick is almost certainly too fast. He's also stuck in this weird spinning animation when he hits the ground. Not sure if that's intentional or not but it feels strange.
You can do 5 dive kicks in the same combo by itself. Land the mid dive kick, wait a bit, jump and do it again.
He's a charge character, but I'm not sure why. Also sometimes the charge moves just don't come out.
Wind Guard (D,B+Launcher) doesn't seem to work.
I'm not quite sure when you're supposed to use Rooster Knee. If you try canceling into it and you're too close, you just jump right over and miss. This move isn't terribly useful.
12 hit jab combo.
Can link out of his Standing Hard quite a few times.
There is no reason to use light or medium Scurvy Slash since the hard version does them both at the same time for free.
M and H Crackens Grasp appear to be the same move.
He doesn't seem to be able to jump cancel his launcher
Hook Clinch doesnt appear to do anything
He has some decent weapon moves, but his kicks are probably too slow
Ok so now, for my opinions of the game.
The walk speed feels too slow and the dashes and direction jumps seem too long.
I didn't spend too much time discovering combos, but right now, they feel a bit too long for my taste.
The damage output is really low. Probably too low.
The lighting is odd. The light source should probably be from above a bit. If youre worried about casting weird shadows on the faces, you can adjust the ambient lighting color in the Unity graphics settings I think. Or just reduce the shadow strength.
I actually like the voices quite a bit
The hair physics you're using is really erratic and a bit distracting.
Not being able to skip intros is a bit strange.
As a side note; looking at your planned character list. A lot of those are not public domain characters (Jafar and Jasmine for example). If you are planning you sell this game, that's something you need to consider. If it's free, maybe you can get away with it, but I sort of doubt it. Personally, I'd recommend that you create your own characters, but that's just my opinion. I'm also not really sure if you can even legally use C'thulu. I really don't know, but you should look into that before you get too far in.
All in all, it's a pretty good start. This game has potential. Just keep at it and it'll get there.
xXTheZoneWalkerXx wrote: »
Hey thank you Liero116!
This feedback is very important to me. You're right about the animations for sure. Now that most of the foundation for Immortal Fray is set I'm going to redo the art completely and use more uniform shaders.
So expect new models and finalized animations. I actually studied animation in school so I expecte this sort of feedback from the public when I threw this game together. So now I'm tasked with making improvements and updates. Which is fine with me, it gives my life purpose while I'm getting through nursing school.
Im definitely going to continue development and Im excited to show off the new stuff in V2 so stay tuned .
Again, thank you very much for your time and feedback.
yah yaahh b*tch! wrote: »
No Queen Of Hearts....no play
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)
BB_Hoody wrote: »
Wow nice to see how you're progressing and keeping at this. Is there a more developed alpha o beta available for play testing?
AT_Ryo_Sakazaki wrote: »
too much inspiration ?
PrimalFighter wrote: »
How many fairy tales have you chosen?
From Disney to Grimm.
just5moreminutes wrote: »
Just read up on the Momotaro tale. So, does he like call out the animals as assists or something like Captain Commando?