GRAVITY BREAKERS: Beowulf is the announcer

truendymiontruendymion Beer Me!Joined: Posts: 2,253
edited October 12 in Fighting Game Discussion
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Hey, everybody! I've been working on a fighting game concept for a while now and we're preparing to start producing the game. Before we move forward with this idea and invest more time and money I'd love to present this to the amazing Shoryuken community and see what you all think of the concept.

PROTOTYPE IS ALMOST READY


OLD PROOF OF CONCEPT VID


ANIMATION TEST


GENERAL FEATURES
  • Zero Gravity Combat
  • 1-4 players (free-for-all or teams)
  • HD 2D characters
  • 3D hand painted Sci-Fi/Fantasy environments

SIMPLE CONTROLS

Left Analog = move
Right Analog = switch target
X = linear attack (A)
A = wide attack (B)
Y = exotic attack (C)
B = grapple
RB = shield
RT = dash
LT = super massive attack
Dpad = taunt

Shield Burst = Shield+A or Shield+B (break out of block strings, costs meter)
Block Grappling = Shield+Grab (hold to block grabs)
Quantum Shift = Press Dash during any attack (except super) to extend your combo (costs meter)
Perfect Shield = Press Shield at the precise moment of impact. Reduces shield stun, reflects projectile, no effect on Shield Gauge.
  • Your attacks change depending on your proximity to your opponent. There are 3 ranges: close (punches and kicks), far (fireballs and lasers), and clinch (knees and elbows).
  • Tilt the stick in any direction to modify your attacks. I.E., tilt up+A, or tilt down+A, or tilt left+A, or tilt right+A=sidekick.
  • Most characters have A/B strings.
  • You can cancel A/B attacks into C attacks, you can cancel C attacks into super.
  • Shield Burst cancels shield stun and pushes nearby opponents away. It also destroys projectiles.
  • Quantum Shift cancels your current attack and forces you to dash forward. Useful for extending combos, not good for making your attacks safe.
  • I'd like to include an option for motion inputs (f, d, df+button) and double-tap to dash.

Close Combat
When you are in close proximity to your target you will automatically switch to Close Combat mode. You will have access to punches, kicks, and other close range techniques.

Far Combat
When you are far away from your target you will automatically switch to Far Combat Mode. You will have access to various projectiles and other long range attacks.

Clinch Combat
When you are extremely close to your opponent you can press the Grapple button to put them into a clinch. Some characters can grab from a distance. When in the clinch your will have access to unique clinch attacks.


MATCH INTERFACE
UI%2Bmockup.png

(A.) Character Name
Self-explanatory.

(B.) Health Points
Displays current health points. Whenever you take damage a portion of your lost health can be regenerated.

(C.) Shield Gauge
Blocking attacks will weaken your shields. The Shield Gauge will begin blinking when it is close to running out; if knocked to zero, the character will suffer a dizzy-like state known as Shield Overload, where they are staggered and left open to attack.

(D.) Energy Gauge
Powers special abilities such as Shield Burst, Quantum Shift, and Super Massive Attacks.

(E.) Fight Clock
Once the clock reaches zero you'll enter a sudden death mode. Possibly stage dependent, I.E. meteor showers, orbital bombardment, summon space demons, etc.

INFINITE PREVENTION

There is a straightforward combo limit of 8 points that is indicated below the combo counter.
  • Multi-Hitting attacks count as one point. I.E. a move initiated with a single button press that hits x5 only counts as 1 point toward the combo limit.
  • Performing a Quantum Shift will raise the combo limit to 10 points. You are only allowed to use a Quantum Shift once per combo.
  • Once you reach the combo limit your opponent will become temporarily invincible during hit stun until they return to neutral position. Depending on which attack you end your combo with this could lead to a frame-trap opportunity.

PERFECT SHIELD
Press the shield button at the moment an attack makes an impact. When performed successfully it will reduce shield stun and won't drain your shield gauge. It also reflects projectiles.

Thanks in advance everybody :D
Post edited by truendymion on
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Comments

  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited August 2016
    Looks interesting.

    Hate the name though.
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    Aw, why do you hate the title? It fits in with the sci-fi theme and also ties in with the story, which has to do with a trans-dimensional being that is going around making stars vanish for some nefarious purpose.
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    I dunno, it just seems like there could be a more creative and concise name. "Disturbing The Universe" is just too lengthy and broad, it doesn't convey specifically what the game's about. Any spaceship game could have the same name. The exact same title could be on Elite Dangerous.
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    Well, I'm open to changing the title of the game. Hopefully, we'll come up with a better title down the road.
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  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    I agree with PSYCH0J0SH, the name does not convey anything about what type of game it is.

    Implementation wise the game looks great to me, polished in the way a prototype should be. Not really sure if it's my type of game but I appreciate the work that you've put into it and love that you have a clean gameplay video in your first post.

    Good luck with the project I'm gonna keep an eye on it.
  • Bomberman3000Bomberman3000 The Headshaker Joined: Posts: 2,335
    Well, to be fair of the name, most Japanese titles aren't any better with conveying WTF it is. And some English games as well.

    I mean.... take someone only BARELY familiar with fighting games or just know of Call of Duty, and rattle off these games you know FOR SURE they know nothing about:

    - DOOM
    - Melty Blood
    - Guilty Gear
    - Chaos Code
    - Deus Ex

    So game name is least of worries. This is a prototype of concept that hasn't been touched on in AGES (moment Zero-G combat was mentioned, immediately thought of the lost likes ofPsychic Force or even the more rarer Astra Superstars). So I'm looking forward to seeing how this goes.

    And you better not go belly-up on us!
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    But Don't forget,
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  • spudmastaflashspudmastaflash www.punchplanet.com Joined: Posts: 345
    Yeah I get your point with those other games, but the difference is that they all have full marketing teams that can spend more resources on educating consumers about what the game is about. For an indie / small team project, I'd say a compelling and memorable name is much more important.
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited August 2016
    Well, to be fair of the name, most Japanese titles aren't any better with conveying WTF it is. And some English games as well.

    I mean.... take someone only BARELY familiar with fighting games or just know of Call of Duty, and rattle off these games you know FOR SURE they know nothing about:

    - DOOM
    - Melty Blood
    - Guilty Gear
    - Chaos Code
    - Deus Ex

    So game name is least of worries. This is a prototype of concept that hasn't been touched on in AGES (moment Zero-G combat was mentioned, immediately thought of the lost likes ofPsychic Force or even the more rarer Astra Superstars). So I'm looking forward to seeing how this goes.

    And you better not go belly-up on us!

    My initial inspiration was actually Zone of the Enders, but as I was working on the design doc and looking for references I came across Psychic Force. I never actually played the game but I do remember seeing magazine ads for it back in the 90's.

    As far as going belly up... I'm doing everything in my power to mitigate any potential pitfalls. I've been researching other indie games that have failed and succeeded and I believe I have a solid game design and business strategy. I'm also putting together a solid group of talented and experienced people.
    I'm making a fighting game!
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  • JetKinenJetKinen Joined: Posts: 594
    edited August 2016
    I like what i seee but what was that throw break mechanic in the prototype video?
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited August 2016
    JetKinen wrote: »
    I like what i seee but what was that throw break mechanic in the prototype video?

    I was considering a submission system inspired by the UFC games. Since making this video I've backed away from that idea.
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  • Running WildRunning Wild Rock You Like A Hurricane Joined: Posts: 3,183
    So how does gameplay with 4 players work? I see the right analog is used to switch targets so I'm assuming it's like Dragon Ball Z The Legend?
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited August 2016
    @Running Wild
    There will be a lock-on system. The initial plan is to flick the right analog stick to change targets.
    I'm not too familiar with Dragon Ball Z Legends but I'll look into it.
    Post edited by truendymion on
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  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,083
    edited August 2016
    Reminds me of:



    You were inspired by this, no?
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited August 2016
    @yah yaahh b*tch! As I mentioned in an earlier post my initial inspiration was Zone of the Enders. I played the hell out of the first 2 games and actually had a lot of fun with the limited versus mode with classmates in college. I was aware of Psychic Force before but until recently I haven't seen any footage of the game and I have yet to play it.
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    edited August 2016
    Astra Superstars is another game that had this gimmick. You should give it a look in case you need inspiration
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    That looks cool! Reminds me of Urban Legend in Limbo.
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    Good news! I've secured a programmer! We will begin work on the prototype shortly. Hopefully, we'll have something to show in a month or two. Meanwhile, I'm painting the main character and getting ready to set him up in Spine2D.
    cJfbMUyrqLC4cEA1EmvP3LGmQx8nb4qSB_BvLp5eXBYU7o6S7W84GySriMCMSrhKWv9KISLddqARw4wWw37tcbybo0eKJtHH85A7aNBr2Y08S-dMLUbQRQZ2JNNsTk0LfComWITRQOq2KDBU4D-wY2neqCm_GQwI3-w-DDng4B7CdliGBeEfxp_i7ltQQpgpQqvXUm4BxrJgqpkBNop87ft4r6UQDUdO-qI35Ihruegy_1RpVVBougRnv8CiDYxdo64N9uoCujaA6E-GGVxi66tylFFyM05rbDjvKfvrja4xRYZwnKNnzFBmm-LYYKlJ0y1WUi8WrpbjYMzsq1S969Q00T6-HFkGp1bfct1EYBglsRbUZ7aWqzRM8BfOKtEIBbADwRpmpxUfYYaaQWYEeUlb-zFaaOWfgAktejf0TUX2S9Mn74jdqDJaFUL_PrZhYB_UbhvKIVsMO84fnkSt7tnG4Ju1R-nh9Jt5bsyPVbaaGlPFsBJCqHU-DSJDI0gkTUcPAQxwYkcxT4vNqZLHEJcObBvqq0ZfkZH261rFebEN916ahu0M3cRhgSaMo42kvDCTQWOZq99KZcn-xEq4twzZM2glURDvVjj0mRCiip9psS9-=w1407-h792-no


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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    The first build :open_mouth: SObWd9xYnOTaUM0We2zzbe50U0Kxu7j3iwDW1ZZeYoGlTYWDhawvBC7bSZic674VJRdEDLGu9NJBQzpgFrMUQGb0Fwe7OrKxa20v0uXDAPrR0a5cvcPFkEhxfMsMcFCb9sO3wKX6yhwGB3Dgp_odI9ITQO0kvkgh1OK7dU0Lh6XTVQj5mB70duW5wkEj-cEFn9XBC_K7Kfe4NuOLqMMvHtf1eoI83-Zo0u98gNVLaCuywnbDmzph51i6jRwlCd4DnfYfrDq4n-xIdHbPPtv2nvhixAoBaut4xJeCov4QEYCStR6qUHKUKUhr4J9BqT3npLuX53-Xv1RmzBS-KxAtiEQVHMMdyozPIGLuSjIiEAn2eRpLKTXDBhbftSY7fvKqbNPsHatbnGxF8OmZRmJq5smZd9v-MArpBIwrWrlcfPKfGrMPidHmqxpQEbWIwUDkWhxpFsjAUXqs_bftWmoTOR1RMxceHHSTMBWWjazsXpXsim7OiUb8RkS5-vLXbTH6h5dBjQnwl-l_246ad3ZC_LSGL46zOzale1ugzrkPXcteTO0DyrQGTnwpwV57zl_cVqaoveIln_v0OQZjRgDiQnQvsUFSCwuS63SqTvgugnRIOLJ9=w1022-h793-no
    And I'm setting up the first character in Spine.
    UcLrq3HzlT2EQz01-nCKAuBIKXmf7ZGfUmEhiwfUuDR05Os5sHrPEh8eFIN4uikMX_m8JFm-8MQKE4AH1JGWSbPLizmpmx41nfKUyVzL3RzSEegPM7wDQeByw8D2dxdsINxhslq2Y4KbASSXNQ92Bv4QAt4LLfvaErZPUzOojmP_EctGLxrCHkIWiQRXkM0x0lP-e2BkQOQMhn1VGQNeMvXHsxPMl98nBnywDpoDSAK1M2yDXHNYDxfeRlIRdZ7arqW-mdgLSWHJV12zmLmBqi0Y0r0DlnpsOR7zAm5vhvvTF9HNRNbOpi_MynlqQTq3GIfn9yjwiy4N65I-YLMn8cdkMhpAYymMPALgS28czkhPwFe1dovvfHf1QWVGeGJSOja_AFdxJkD_B95_cPCWVV1dtLoIxI1kGUU3zPpJtKssrNBNRUCnM60yjO-IzsVcL_bE5rAKQyEa13SMiACOFT5m4V4tju08lHAUvAf1tb0dpdT0Uig3jJ2zKIO_duEUvg-iJWzAgBgTluRa822SWC6WsErp6q_W205xWomDhZugU5CiTJWRLClYW-P9-Sd6sfHrYRKAm3Vh1znOTtEYiw3rOir1_tVsslaLXl_O0SCs_is-=w1318-h742-no


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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Something tells me the animation is going to resemble that of Cosmic Carnage for the Sega 32x.

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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    Yeah similar concept, except higher res and hopefully better animated. So more like this:
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    Fair enough. Cosmic Carnage really bothers me for a number of reasons not the least of which is the animation. lol

    That looks good though.
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    One of the cool things about using a skeleton-based system is we can do alternate skins. I'd love to allow users to make their own custom skins and share them through Steam Workshop.
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  • IM_AmazonIM_Amazon Joined: Posts: 150
    As a fan of Cosmic Carnage's visuals (in concept), and as someone who's been waiting for a really solid flight-based fighter: I've got my eye on this.
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    heq-fa4a5_4U5OWygWdeO-LlAJjCw4bu-33aLdwEUN5SSAMZRSzhKoLrbdk9zOHRUt7MUGgWd894jcwQry6udms6r5vViQnlSQr3HFdwUF_w_eK-P8k-WKXeY5pAMCImnWEa98l1XYqgYOwT33RHOvEwn1bBRLEOmWzFpwh7ADK6gBnKolpeA4jzMNDGWTQOsTjuddaNt77WJqwqLt5DI_BqTjuZy5zs3fK79ICTrtmytxVmNw65dqzGSgGX8XfSRwqcrtvo1tqrRdCfhyDet0cYNM4m0M96qnMkdSb1XSWW1p9OTD2s4R-YhExvHQmIe4FUIW9S8gvy6_JxGQyPR_rPMR5Du8Gclsct0EsHGJJiV1gzvs8phgUPjdwJYYu7_9u6KRsrwnvgdCl_ZkuMcEIMo8KS6FKFeqn6DlV0PAm6z-xUH1ZIsz0uEAdOSNgLDAj1C3AM3CgfUhiRHrtK_wa1IDGn2Sd0e9Iu7wO42L4sLJDbTjfJ5ShRys8uMWyimdXtFtWuPNUmaypmGylYjbjEYbFe2LKND70JrPt7-k-6ty62uJ1YLUOnlHRTtCZg9TIXLa4AwYuxvePHxjQd2tihEtDZ182g_dCc35KUgh1GUsPT=w468-h315-no
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    Basic movement implementation :D
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited September 2016
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    We're slowly adding in attacks. We'll have some simple combos working soon hopefully...
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited September 2016
    What do you guys think of the hitsparks?
    giphy.gif
    Post edited by truendymion on
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    We added the Personal Space Barrier to prevent characters from passing through each other.
    giphy.gif
    Except when you are dashing.
    giphy.gif
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  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    edited October 2016
    Cardinal can also shoot fireballs from his feet :O
    giphy.gif
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,469
    I wonder what this Cardinal guy sounds like. For some reason I'm picturing a very Starscream/Adon-like voice.
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  • CronopioCronopio ST Joined: Posts: 2,144
    That venom strike animation looks really nice and fluid. Good progress.
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    @PsychoJosh hmm I was imagining something less high pitched and not menacing... The first thing that comes to mind is Jaleel White's Sonic from the 90's.

    @Cronopio Thanks!
    I'm making a fighting game!
    SRK thread - Discord server.
  • MOB712MOB712 Joined: Posts: 1,243
    PSYCH0J0SH wrote: »
    I wonder what this Cardinal guy sounds like. For some reason I'm picturing a very Starscream/Adon-like voice.

    I envisioned Nova's voice from MvC3
  • truendymiontruendymion Beer Me! Joined: Posts: 2,253
    @MOB712 Nova is maybe a bit too stern... Cardinal is more of a laid-back hippy type.
    I'm making a fighting game!
    SRK thread - Discord server.
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