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

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Comments

  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited March 2015
    Ok, so I'm pretty close to having the demo ready for everyone to try out. I'm deciding on whether or not its worth it to build a version for MAC users.

    Ill have it out for download between the 31st to the 3rd of April

    It is an Alpha build so I expect some bugs to come to light. Ones that I haven't noticed with me developing and play testing simultaneously.

    What I've accomplished for this version of the demo
    1. 2 fully implemented characters (Peter Pan, Captain Hook)
    2. New 3d animated menu screen
    3. live 3d character preview as you scroll character selection screen
    4. balanced move sets
    5. balanced meter gain requirements for each move
    6. damage scaling
    7. weapon trails
    8. interchangeable input options both before and during gameplay
    9. xbox 360 controller support for PC (Working on MAC)
    10. Pan now has a new special move - A ground counter that requires one meter bar to execute and launches the opponent
    11. Hook now has a new special move - an air attack that can pop an opponent up even when in a down state. followed up by a projectile attack. requires one meter bar

    For the next version I'm going to finish implementing the following
    1. Story mode and opening cinematic
    2. Updated Art Assets
    3. Updated UI (Right now you'll need a mouse to access some features of Immortal Fray)
    4. Alternate costumes
    5. Wall Bouncing
    6. Push Blocking

    Shortly after the release of the demo Ill put out a new trailer showing an unofficial opening cinematic (unofficial because I'm redoing all of the art anyways)
    Post edited by xXTheZoneWalkerXx on
  • ascensionXascensionX Joined: Posts: 404
    nice progress
    Support the Ascension X Project https://facebook.com/AscensionX2013 and follow us on twitter https://twitter.com/chrissanders3
  • veromirveromir Joined: Posts: 46
    Very good progress!
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107


    Ill have the Demo out tomorrow for PC. MAC will follow shortly after.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    As promised here is the demo for PC. Currently working on the MAC build

    Demo Download Link:

    https://www.dropbox.com/s/o5ryz8lhibkxixa/ImmortalFrayAlphaV1.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.
  • liero116liero116 #rumblepack Joined: Posts: 203
    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.
    badpunch_a.PNG

    Here's the same jab, but pushed a bit.
    betterpunch_a.PNG

    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.

    Another example:

    Here's a more dynamic punch. It pushes it a little, but it could be more interesting.
    badpunch_b.PNG

    This is the same thing, but pushed much farther. Granted it could probably be better but this is a decent start.
    betterpunch_b.PNG

    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.

    General Issues
    • 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

    Peter Pan
    • 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.

    Hook
    • 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.







  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited April 2015
    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.
    badpunch_a.PNG

    Here's the same jab, but pushed a bit.
    betterpunch_a.PNG

    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.

    Another example:

    Here's a more dynamic punch. It pushes it a little, but it could be more interesting.
    badpunch_b.PNG

    This is the same thing, but pushed much farther. Granted it could probably be better but this is a decent start.
    betterpunch_b.PNG

    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.

    General Issues
    • 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

    Peter Pan
    • 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.

    Hook
    • 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.







    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 expected 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 :).

    Pan's Wind Guard requires 100 points of meter. I dont think I specified how many points in the instructions I included. Just that it requires meter.

    Also, youre right about princess jasmine. as for Jafar I was oging to use this version http://pdsh.wikia.com/wiki/Jafar. Ill scratch Jasmine out of the list. And Cthulhu is Public domain so I'm allowed to use that character commercially.

    Again, thank you very much for your time and feedback and I will apply all of this to the next version.
  • liero116liero116 #rumblepack Joined: Posts: 203
    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.

    Yeah no problem. I went to school for animation as well and I now do it professionally, so yeah you learn as you go for sure.

  • phoenixnlphoenixnl Joined: Posts: 642
    So the standing hard attack of Peter Pan links into itself, and since it moves forward that creates an infinite. Keeping the loop up feels really inconsistent. It seems like there's some amount of hitstun deterioration, but sometimes the combo drops after 10 hits (5 loops) sometimes after 14 hits (7 loops) and I think once I've gotten up to 9 loops.

    But even if there is hitstun deterioration keeping it from being true infinites, combos like this of course aren't very fun: st.L x 12 xx st.M xx (st.H x 8) x Launcher > stuff.

    As Liero116 said, the knockback should be drastically increased (and the damage for individual hits should be too).

    I would consider making it so that the standing hards aren't + on hit, so this whole linking business is over. Nothing wrong with chaining to hard > launcher right?
  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,081
    No Queen Of Hearts....no play
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    No Queen Of Hearts....no play

    I was actually thinking of adding female characters for the next version of the demo. Ill post concepts after im done composing them
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited April 2015
    So the developers of the UFE engine are pushing out an update within a month from now; which will include networked multiplayer. I'm gonna do my best to implement that and get it up and running in the next version of Immortal Fray. It's exciting to me cause I've never tried messing with networking code as of yet. I've only been able to script up simple games locally so I feel like this will help me evolve in my training as a programmer.
  • samirerresamirerre Joined: Posts: 162
    played it for almost 2 hours, preety good but, as obvious needs more work but your in the good direction. keep up.
    just one question do you intend to make money from the full game when it will be compleaed ?
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Hey thanks for trying it out! Right now Im revising the game based off of the feedback I've been getting. Im trying to prepare everything for the next iteration and new features. I'm also planning out my finished art pipeline. Anyways, short answer is yes. I plan to sell the game eventually.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited April 2015
    zeLHZiZ.png

    Vote at the link below!

    strawpoll.me/4238693

    So Ive finished the first draft concept for captain hook.
    • A - Young James - Inspired by Once Upon A Time
    • B - Vega Mask James - Inspired by Vega from Street Fighter
    • C - Evil Sea Captain James - Inspired by Moby Dick
    • D - Jolly Clown James - I always thought evil clowns were cool
    • E - Userper James - Inspired by Cervantes from Soul Calibur
    • F - Powerful Sorcerer James - Inspired by Ganondorf from the Legend of Zelda
    • G - Oni James - Original Creation
    • H - Intergalactic Sorcerer James - Inspired by Dragonball Z

    I would love for all of you to vote and choose which design you like best :)

    You can vote multiple times, and I dont plan on having two different body types in the game.

    What that means is if one body type gets more votes than the other, then I will choose the two

    most popular designs from that body type. Hope that makes sense. So please cast your votes!
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited May 2015
    Ok so here are the final decisions after the polls on Peter Pan and Captain Hook. I think Im going to have to come up with another name for Captain hook since this design isn't so Jolly.

    Im happy to see that more people participated in the voting for Captain Hook this time. I like these designs. I have a sort of Link vs Ganondorf ting going on with the main skins. I also like that Captain hook doesnt have a sword. So now I can make him a faster, more melee-based character. The alternates leave the game open for a futuristic alternate universe. Im going to have fun with this :).

    Anyways, now that I have the final decision on these designs I am going to create model sheets and more concept art and get rolling on my new art pipeline.

    The next version of the demo will have a demonstration of a story mode, ability to select different skins at character select, more balanced moves, and im hoping to have the networked multiplayer feature up and running, but that i can't guarantee. Im also going to start a newsletter so that when the next version of the demo is ready people will know right away.

    pqdbnrs.png
    Post edited by xXTheZoneWalkerXx on
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    So I aim to have two more polished characters for the next version of Immortal Fray to better showcase the Story Mode and Networking capabilities.

    Please vote on which set of characters you would like to see in the next version :)

    http://strawpoll.me/4349395

    jAdNDLC.png
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited May 2015
    So it looks like Red Riding Hood and Big Bad Wolf are taking the stage and will be the next two characters added. Soon Ill post the new character sheets I created for the new version of Pan and Hook. Ive already begun the concept for Red Riding Hood. I have a rig for big bad wolf already made and Ive received nothing but good feedback on it and Im sure the community will approve.

    Stay tuned for a new website, footage of the art creation process, news on the new build of Immortal Fray and more! Ill be creating a newsletter soon so people will get updates instantly.

    Also, a friend of mine forced me into trying out his new Oculus Rift. He insists that I make the game compatible with virtual headsets so I think thats something worth working towards.
    Post edited by xXTheZoneWalkerXx on
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    2b5YcTw.jpg

    http://strawpoll.me/4438070

    So here is my character sheet for the new Peter Pan. Please choose on the color scheme you like best so that I know what colors to use when I texture the model.

    Captain hook coming soon.
  • Rick RossRick Ross Niggaposi☆Continues Joined: Posts: 5,641
    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)

    *Disagreed*

    1997 was the GOAT year of the 1990's.
    "I don't think women in video games and anime are hyper sexualized. I think they're Mexican women who occasionally speak Japanese." - Tekno Virus, sharing his words of ethnic wisdom.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    9zpNXJT.jpg

    http://strawpoll.me/4452517
    So here is my character sheet for the new Captain Hook. Please choose on the color scheme you like best so that I know what colors to use when I texture the model.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    o2eGGzH.png

    This is the new Peter Pan's weapon of choice! The Eagle Claw! The game will be going for a cell shader look and Im excited to show off the new environments and progress on the characters when the time is right. This will happen around the time I get the new site up and running.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited May 2015
    C6aYblM.jpg?1
  • BB_HoodyBB_Hoody Nice plane you have there. Be a Shame if something went wrong in flight and it crashed Joined: Posts: 4,907
    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_SakazakiAT_Ryo_Sakazaki Joined: Posts: 370
    too much inspiration ?

    533853__link-vs-ganondorf_p.jpg
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    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?

    Thanks. Not yet. Im redoing all of the artwork and animations for the next version. I plan to have it playable by early July at the latest. On top of that Im working on the new features of the game. Soon Ill have a new site up where people can subscribe to the news letter to get access to the next demo and stay updated. Expect more pre production concept art soon :)
    too much inspiration ?

    533853__link-vs-ganondorf_p.jpg

    lol yup thats the reference I used. Paying tribute to the classic struggle in Legend of Zelda.

  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    O4xSlqV.jpg?1

    http://strawpoll.me/4518624

    Ive prepared the final draft concept for Momotaro. A Japanese hero of lore. Please vote for which design you like best out of the 3 designs :)
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    hZnKVqE.jpg?1

    http://strawpoll.me/4518637

    Ive prepared the final draft concept for Red Riding Hood. Please vote for which design you like best out of the 3 designs ;)
  • PrimalFighterPrimalFighter Joined: Posts: 107
    How many fairy tales have you chosen?

    From Disney to Grimm.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited June 2015
    How many fairy tales have you chosen?

    From Disney to Grimm.

    Good question. I've thought about this extensively and without funding, if I were to work on this at the pace that I am, id focus on just the starting cast. Although its not likely.
    I plan to pitch to publishers and or crowd fund after the next version of the demo is out. This is because once I start my clinicals in the hospitals next year, im going
    to be very limited on time if I'm not able to pay my rent doing this lol. Anyways here are some lists.

    *This is concept art from the web. Im doing my own versions of these characters*

    Starting Lineup:
    1. Peter Pan
      disney_heroes_iii__peter_pan_and_tinkerbell_by_aznnerd-d533n3r.png
    2. Captain Hook
      NUP_166283_0992_0.JPG?resize=379%2C506
    3. Red Riding Hood
      not-so-little-red-riding-hood_by_j_scott_campbell_584_900.jpg
    4. Big Bad Wolf
      big_bad_wolf_by_drfaustus3-d6k6mew.jpg
    5. Santa
      battle_santa_concept_by_nickhuddlestonartist-d5pc27w.png
    6. Jack Frost
      killing_floor_xmas_by_broodovermind-d3b3g50.jpg
    7. Tsuki Usagi
      Touhou___Tsuki_no_Usagi_by_vagrantslasher17.jpgUsagiNoMochiTsuki.jpg
    8. Momotaro
      latest?cb=20110218052025
    9. Hercules
      1278130-144055_27601_nemean_lion_skin.jpg
    10. Hades - in this game hades will be female
      091731ab7964811e934e9b443deaa90f.jpg

    These characters will be available right away. The next set of characters will be unlockable through story mode.

    Unlockables:
    1. Puss in boots
      images?q=tbn:ANd9GcTTHd2rAAinpP4Iw2i5DatcdvLGtV9Owc8O2zmtvQdxihOYExG7ug
    2. frog prince
      FrogKing_ConceptArt.jpeg
    3. Alice
      images?q=tbn:ANd9GcQq_kzFdMTn5Cwb5MqqV_4Ind2DOxToec08flXSMR4PBhhXWy2r
    4. Queen of hearts
      queen_of_hearts_by_ice_jj-d36rdl5.jpg
    5. Dracula
      img-18.jpg
    6. Genbu
      Naruto_v36_ch317_p01.jpg
    7. Cthulhu
      cthulhu_by_zaidoigres-d34i3u8.jpg

    so 17 in all

    After the game is out I plan to run public polls. These polls will determine two new characters that will be released as DLC for the game ever 3 months while the game is out.
  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,925
    Just read up on the Momotaro tale. So, does he like call out the animals as assists or something like Captain Commando?
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107

    Just read up on the Momotaro tale. So, does he like call out the animals as assists or something like Captain Commando?

    maybe :3
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited June 2015
    This is the Big Bad Wolf Model Ill be using and the texturing style Ill be applying to all of the characters.

    ee1bf1d0-3808-4053-889d-d9b0150389a1_scaled.jpg
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    This is a snap shot of the new training stage for Immortal Fray
    0oErVp1.png

    All of the stages will be textured like this and most will have npc characters in the bg. For the next version of the demo there will be 3 stages in all. Ill show off the other 2 when I'm ready
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Xzzhjin.png

    So these are the winners for the latest character design polls. From here on out I have a good understanding of what type of design works best for the public. Ill still be running polls. Just not nearly as annoying as I have been.

    So these are the final draft concept designs of Red Riding Hood and Momotaro. Big Bad Wolf is already finalized as a character asset.

    ee1bf1d0-3808-4053-889d-d9b0150389a1_scaled.jpg

    From here on out im busy building this artwork from scratch and ill share my progress.
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    So I'm almost done with the new site and I made a twitch account so you guys can watch as I create the art for the game and assemble everything in Unity3d
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    gl6SQGY.jpg?1
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    Hey everyone! Make sure to sign up for the Immortal Fray Newsletter!
    Only members of the Newsletter will have access to the next version of the demo so sign up now and pledge you loyalty to the ancient one!
    Subscribers will also get special updates on the game's progress and other cool stuff!
    Click the Link below and subscribe!
    http://eepurl.com/bpWSfX
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    edited June 2015
    JKDpJDl.jpg?1

    Hooks Final Design

    Once again make sure to sign up for the newsletter for access to the next version of the demo.

    http://eepurl.com/bpWSfX

    You can also check out the new site at

    http://www.immortalfray.com
  • xXTheZoneWalkerXxxXTheZoneWalkerXx Joined: Posts: 107
    1gpJEaq.jpg?1

    Join the newsletter!
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