Beast's Fury 2DFG Demo will be released end of March


#1

Beast’s Fury is a six button 2D fighting game the game play and combo system will play a lot like Street Fighter Third Strike and Street Fighter X Tekken.

Latest work in progress build http://www.youtube.com/watch?v=2V2QccIdNRY

What needs to be added.

  • update shading on standing idle

  • Attacks after timeout does 0 damage

  • Finisher that connect after timeout will not start the finisher, the opponent fall back down and the charge fizzles out

  • Don’t get down in shame if the second draw leads to a win

  • Implement counter hits

  • Implement crumple hits as standing hit and then air hit when he’s down enough and sweep interruptable

  • Implement sweep hit that allows 1 air hit recovery

  • Fix grab interrupting tiamat knuckle, leaving you stuck in an action zoom.

  • Move effect back when you’re blocked

  • Implement second hit on leviathan kick with fury version doing a ground bounce.

  • Implement leviathan kick’s launch bigger and on both sides for fury version

  • Fury leviathan kick will hit the opponent who is crouching, regardless of their block.

  • Implement tiamat no projectile hits for the heavy version

  • Implement invincible (fury tiamat) vs untouchable (dodging)

  • Implement vincent’s loss of specials when weakened by fury mode

  • Implement vincent’s fury mode where specials can cancel each other

  • Implement invincibility during certain frames

  • Implement different types of push/launch direction types, some move send them where you’re facing, others always away from you (like eexplosion) and some always toward your back

  • Implement animation flagging to say what part of animation is on the ground and in the air, for like getting hit during a tiamat knuckle.

  • Implement effects for fury moves, fury mode and weakened state.

  • Fix jump sticking between round causing a double jump

  • Support half circle shortcuts with only BD D FD F

  • Use boxes for attacks, adjust the impact at the edge of the bounding box

  • Fix dragone that is some how doable in the air

  • Put in the real frame data

  • Finish integrating don

  • missing shading for crouch down

  • missing shading for dashes

  • Missing shading for jumps

  • Highlight and shading are slightly off on the back walk

  • Collar is invisible in back walk

  • Left building windows showing blue sky

  • Cherry tree could use work and layers for animation

  • Background is sunny

  • Change updates to fixed update for deterministic behavior

  • Integrate GGPO

  • Try dynamic shadows with transparent cutout shader


#2

Nice to see work continuing on this :slight_smile:


#3

Damn, This has come a long way. I can’t wait to try this out when it’s all said and done.


#4

Thanks i been working really hard on the game thank you so much for the comment.


#5

Thanks doing the best we can.


#6

really hoping to try this one


#7

The Demo will be for free hopefully end of march.