Shattered - New Fighting Game in Development



  • COALCOAL Joined: Posts: 101
    We're back!
    We’ve been silent for a while with the holidays coming along. Now we’ve entered 2015, and we’d like to celebrate that with a brand new update!

    Bob Sagat has been hard at work drawing new animations for Julia. No longer does Julia stand statically during her idle animation, she now lives and breathes!

    Besides that Julia now has a fully animated super fireball animation. Also her regular projectile has been redrawn.

    Finally Julia now has a set of crouching hitstun animations. She needs only one more crouching animation and then all of those are finished.

    Below is a video (@60fps in Chrome!) with all the brand new animations!
    Shattered dev: Blog - SRK Discussion
  • JaceBuilderJaceBuilder Joined: Posts: 74
    Absolutely fantastic work gentlemen! Very promising.

    I like the focus on offense and the big rewards for baiting. The pacing, too. It seems like many fighting games have these crazy combo systems to differentiate themselves from the classics, but really, this type of game is where it’s at if you ask me.

    I like the characters; Ushah and Julia are both great designs. Also, very pleased with the Western-style artwork. Reminds me of Thorgal. Definitely a style we need to see more of, and a great way to show this is a European game.

    If I can give you some advice, try and make at least one character really crazy and stand out. A solid game is what matters of course, but we’ve got ST and KOF already for that, so you need something to stand out to get people talking about it. Like how Akatsuki BlitzKampf threw in Nazi’s, you know, so people could be all like; ‘Hey guys check out this Nazi game I got, you can play as a tank lol!’ None of that matters at all in the end of course, but it might get you noticed in a way that simply being solid wouldn’t.
  • COALCOAL Joined: Posts: 101
    That is very kind of you.

    About the crazy character, I don't think we are going to get as crazy as a tank, but we have some more 'out there' designs coming up. I hope you will find them satisfying!
    Shattered dev: Blog - SRK Discussion
  • Mad MistressMad Mistress Seimei wannabe Joined: Posts: 690
    Any doll, stand, stance or counter characters planned?
    Waifus: Litchi, Lambda-11, Mu-12, Shizuka, Ende, Yukiko, Chie, Saki, Dorothy, Lilica, Leona, King, Angel, Akira, Natsu, Hibiki, Kojiroh.
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    Harems: Hulk/Akuma/Sentinel, Murica/Viper/Hulk, Dormammu/Hsien-Ko/Akuma, Beatrice/Virgilia, Rosa/Virgilia.
    Dat gamez: KOF98/2K2UM/13, SamSho4, SFA2/3, Darkstalkers, Rival Schools, Jojos BA, GG, AH3, P4A, MVC2/UMVC3, BB, Ougon, Skullgirls, Nurarihyon no Mago: Hyakki Ryouran Taisen, Phantom Breaker Extra.
  • COALCOAL Joined: Posts: 101
    Any doll

    Not like Carl, but we have one that has gimmicky projectiles that kinda fit that description.

    Not sure what you mean. *calls Phoenix for help*

    We plan to have a character that goes into an entire different mode for the rest of the round with one of its supers.

    Right now we have a grappler with a counter grab in the pipeline.
    Shattered dev: Blog - SRK Discussion
  • MOB712MOB712 Joined: Posts: 1,245
    edited February 2015
    COAL wrote: »
    Not sure what you mean. *calls Phoenix for help*

    Like Persona 4 Arena
  • phoenixnlphoenixnl Joined: Posts: 644
    We've been playing a little bit with the idea of doing something slightly similar to person, where some of the attacks of a character are done by some summoned entity. But this is likely to be more of a visual than an actual mechanical feature.

    Part of our design principles is that we're allowed to go crazy with all kinds of mechanics, but that they need to be grounded in the three basic resources we have available for all characters (Health, Shatter bar, Super). We won't be having separate characters with separate bars/other HUD items etc. Of course there are ways to do stands with the limited resources. Perhaps hitting the 'stand' character won't do any damage to your health, but will greatly deplete your shatter bar (or something), that would come pretty close to simulating the Stand systems in Jojo's Bizarre Adventure (the Capcom one) and P4A.

    As of yet we have no concrete plans to actually do implement a stand system like that though (but of course, all subject to change).
  • JaceBuilderJaceBuilder Joined: Posts: 74
    I like how you don't refer to this game or yourselves as indie. Any specific reason for this?
  • COALCOAL Joined: Posts: 101
    We didn't do that with any reason, it just happened. That said, I don't care about the label, even if its true, we just want to make a damn fine fighting game.
    Shattered dev: Blog - SRK Discussion
  • ascensionXascensionX Joined: Posts: 404
    I'm loving the progress.
    Support the Ascension X Project and follow us on twitter
  • ascensionXascensionX Joined: Posts: 404
    any new updates
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  • COALCOAL Joined: Posts: 101
    Heh, I was just browsing this thread. Nah, not really. Some internal stuff but our animator is on vacation in Japan and most of us are really busy with school/work, so nothing we can show really.
    Shattered dev: Blog - SRK Discussion
  • ascensionXascensionX Joined: Posts: 404
    COAL wrote: »
    Heh, I was just browsing this thread. Nah, not really. Some internal stuff but our animator is on vacation in Japan and most of us are really busy with school/work, so nothing we can show really.

    Gottcha yea it's hard trying to keep a team together to work on these projects. but hopefully things pick back up. Would love to see this finished.

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  • COALCOAL Joined: Posts: 101
    Oh don't worry, we have every intention to do so.
    Shattered dev: Blog - SRK Discussion
  • phoenixnlphoenixnl Joined: Posts: 644
    ascensionX wrote: »
    any new updates
    We posted up some new animations on YouTube and twitter some time ago, might as well post them here too:

  • ascensionXascensionX Joined: Posts: 404
    Nice to see work continues from another indie
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  • COALCOAL Joined: Posts: 101
    edited June 2015
    Long time no see!
    It has been a while since we have last updated. This is not because we have stopped development. On the contrary, we’ve been hard at work. However, much of the development we’ve been doing has been on a deeper technical level.

    For example, we have been hard at work on a new version of the engine, which will support many new features and will run significantly better. Besides that we have been hard at work on the mock-up sprites and hitboxes for our next character, Usah.

    This however, does not mean we have nothing to show you! Bob Sagat has been hard at work with the animations of Julia, and we are happy to say that she is almost done.

    Some time ago we already shared some new animations on Twitter, namely Julia’s throw whiff animation and crumple animation. Since then two new animations have been implemented, we have a new throw tech animation and the final crouching hitstun animation (for heavy attacks).

    Bob Sagat is currently hard at work drawing up the sprites for Julia’s final, and most elaborate animation, her Shatter super, whose mockup sprites we already showcased some time ago.

    Once that is done we will start on the sprites for Ushah. We’re very excited to start development on a very different kind of character, and will provide updates on his development soon.

    Post edited by COAL on
    Shattered dev: Blog - SRK Discussion
  • ascensionXascensionX Joined: Posts: 404
    Looking good, nice progress.
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  • AsteriskBlueAsteriskBlue Joined: Posts: 773
    Awesome! When you've got all the new stuff implemented, would you be able to put out a Julia vs Julia first-to-five or first-to-ten video? Or is it too early for that?
    It's nice to meet you, too.
  • COALCOAL Joined: Posts: 101
    Its doable, we have done it before, we might do something like that at Red Fight District 2015 (Dutch major that were probably attending), at least we need to get some players who are better at our game than we are (those already exist)
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 101
    edited August 2015
    So we will be attending Red Fight District 2015 for sure with a setup. So ample opportunity for some good match vids.
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 101
    We didn't get to do that because we forgot to install recording software on the laptop we lend from a friend. I'm so sorry.

    I did however shoot two short vids of our extremely mockup version of Ushah, he is is still missing some moves and even without those he already needs some rebalancing, but it was nice to finally see him in action, we learned loads. And oh, hes right now pretty much The Indomitable Hitbox Man/Jack in the Hitbox. Shaky cam warning.

    And a quick atmosphere video.

    Shattered dev: Blog - SRK Discussion
  • ChadChad Joined: Posts: 1,291
    PLEASE make a final character that is only hitboxes like that. I love it.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,336
    It could be a fun party mode. Disable sprites, enable hitboxes, fighting boxmen.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • COALCOAL Joined: Posts: 101
    Heh, we heard that so often on that day. "please don't give this guy sprited animations, he looks awesome as he is" but hes going to look way more awesome when hes done. Not an entirely bad idea for a joke character or something.
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 101
    Blog update, you already saw the vids.

    The weekend of 3-4 October saw the fourth edition of Red Fight District, and we were there with a build of the game.

    RFD was the first public showing of a build of the game with all of Julia’s animations done, and we were happy to see so many players loving the animations of Julia in her finished form.

    In the weeks before RFD we have always been hard at work putting together a playable mock-up of Ushah. We got the chance to finally test out some of the concepts and ideas we have of his move set, and it was the first time a version of Ushah saw competitive play.

    Ushah’s play style actually took us somewhat by surprise. While we were planning for him to be a slow strong grappler, he is a lot more mobile than we expected and has fantastic, scary pressure. We really enjoyed the way he plays, and feel that this emergent play style is the direction we want to take him.

    Because the mismatch of envisioned and actual play style, his damage output is very high, and this will need some adjusting to make him less dominant. We’re very happy with the way he plays, and we received great feedback that we will incorporate as we continue working on him.

    We continue to be hard at work with Ushah, and will be fleshing out his gameplay and design more and more, and hope to show you guys more in the near future.

    While we did not run into game-breaking bugs, we did run into some technical problems with our controller configuration. This meant that some people were unable to use their own controller really wanted to try the game out were unable to do so. We’ve made note of this, and have already come up with some solutions to this issue.
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 101
    This has been coming for a while, but the time has finally come to ‘announce’ our second character. We have previously given some sneak peaks of his concept artwork and we also showed spriteless gameplay, but we’re proud to present his finished base sprite!

    Here is our new guy, Ushah Airad:


    Ushah is a fast-paced grappling character that employs his steam cannon to shoot short range projectiles. He also uses his metal arm to hit his opponent with powerful armored normal attacks. Ushah can be used as a fast and aggressive grappler, but also as a methodical wall of normals, keeping the opponent just where he wants them (in the corner!).

    We’re currently planning out the visuals of his moves. Here’s a concept drawing of Ushah using his command grab on our first character. POOR JULIA!

    Shattered dev: Blog - SRK Discussion
  • MajormelisThereMajormelisThere no labels Joined: Posts: 498
    Grapplers with projectiles/long range moves are awesome. good luck guys.

    Skullgirls: Parasoul, Cerebella
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  • COALCOAL Joined: Posts: 101
    edited December 2015

    So nice to get some press.

    Not a big outlet at all, but still fun and humbling!
    Shattered dev: Blog - SRK Discussion
  • ascensionXascensionX Joined: Posts: 404
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  • COALCOAL Joined: Posts: 101
    edited April 2017
    So, it has been a while, development isn't exactly going fast, we all have very busy lives. That said, development is not at a complete standstill, we have some alpha animations for our second character, Ushah, and just moved on to the third.

    Ushah is missing out on one of his supers (we're waiting for the new engine to be finished before implementing, will be loads easier that way), but is very much playable otherwise.

    So here is an Ushah move/combo exhibition:
    st.HP (hyperarmor)
    st.HP (hyperarmor vs projectile)
    cr.LK (low hitting)
    cr.HP (launcher)
    cr.HK (low hitting, hard knockdown)
    j.LP (knockback + air-to-air knockback)
    j.LK (jump in + crossup)
    j.HP (hard knockdown)
    Shatter Attack (hyperarmor, hard knockdown)
    Throw (knockdown)
    qcf+LP/HP (projectile)
    hcb+LK/HK (hard knockdown)
    2 bar super - 2xhcb+P (hard knockdown)
    shatter super - 2xqcf+K (hard knockdown)
    cr.LK, cr.LK, st.LP, st.LK
    cr.LP, cr.HP xx qcf+LP
    st.LK, cr.HP xxjump, j.HP (st.LP, hcb+LK)
    j.LK, cr.HP xxjump, j.HK (st.LP, hcb+LK)
    cr.LP, cr.HP xxjump, j.HK (corner only -> ambigious crossunder reset, st.LP, st.LP, st.LK)
    (corner only) throw, cr.HP xxjump, j.HP

    Bonus: older Julia combo exhibition that we didn't post before:
    crossup j.LK cr.LK xx cr.LP xx dp+LP
    cr.HK xx qcf+P
    cr.HK xx qcb+HK
    cr.LK xx cr.LP xx st.LK
    Shatter Attack, Shatter Super
    Shattered dev: Blog - SRK Discussion
  • sharkattacksharkattack Joined: Posts: 73
    Ushah is looking great!

    What's behind the change to a new engine?
  • COALCOAL Joined: Posts: 101
    Our mockup engine is actually build in a point and click engine (AGS), while it worked for a while, its far too much of a hassle to implement everything.

    Other than that I'm not too much into the specifics. Our programmer is studying computer sciences and pretty adamant on building his own engine.
    Shattered dev: Blog - SRK Discussion
  • CronopioCronopio ST Joined: Posts: 2,196
    Cool to see that the project is still alive. Doing this kind of thing on your free time takes lots of time to make, I hope that later when you have things fleshed out a bit more you do a Kickstarter, it looks very interesting.
  • phoenixnlphoenixnl Joined: Posts: 644
    So, err, I guess Blizzard is a fan of Ushah?

  • CronopioCronopio ST Joined: Posts: 2,196

    Credit to Gatoray.
  • phoenixnlphoenixnl Joined: Posts: 644
    edited December 2017
    We've been silent for a while. But that does not mean we haven't been working! Here's an update on some of the things we've been doing.
    First, the animations of Ushah's standing normals have been finished up. We made a YouTube video for it some time ago, check it out here:

    Ushah is gameplay complete now, and we can start playtesting him. Among other things, he now has a fairly experimental super where Ushah fills the screen with steam causing his opponent to walk twice as slow for the duration of the Super. This makes Ushah outpace most opponents, something that is of course very scary with a grappler.
    Besides that we've been steadily working on figuring out our third character gameplay-wise, Roxanne. Her in-game moveset, currently mostly consisting of programmer art is coming along nicely. Besides that we have settled on her final design which we're excited to show off today! Bob Sagat made some amazing sketches of Roxanne!
    Moreover, he's been busy working on the neutral sprite for Roxanne, check it out:

  • BrokeHobbyistBrokeHobbyist Joined: Posts: 10
    Gives off Spanish Conquistador vibes to me, I like it. Just found this thread and it's amazing that you decided you were going to do this and stuck with it, hope to see how this develops.
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