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Everything posted by Zinac
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We've made to 100 followers on Twitter so we'll be announcing a date for our 24 hour stream packed with announcements sometime soon!.
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It's nice to guess, but I'm going to go ahead and say you're way off base haha.
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Saw what the final lineup for what the complete game would look like today. I'm getting pretty excited about our character variety!
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[Xrd] News & (Theoretical) Gameplay Discussion
Zinac replied to Shinjin's topic in Guilty Gear General
I've read that it is from Japanese tweets. -
Rollbacks were a target for my engine since day 1 of Fearless Night. It already works great (even internationally). Obviously it'll continue to be tweaked to improve performance up until release. ...; Thanks for your advice! As far as charging after the potential kickstarter, the idea is that you would basically be buying into the alpha and receive the finished game at no additional cost. After the crowd funding campaign, anyone could still buy into the alpha, but obviously not receiving any of the rewards from the campaign.
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Yes.
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Here's an update on Fearless Night funding planning. As I mentioned before we were considering early access. I'd like to suggest various ways to fund this project and continue to gather feedback from you guys. The current plan I've been working on is to run either a Kickstarter or Indiegogo campaign in September or October. I want to see what would be the most acceptable minimum goal, feature wise, that would make the project acceptable by the community. Right now the minimum goal could include completing animations for 4 characters, voice overs, music, and some stages. My plan is to allow for stretch goals such as more characters, console releases, and possibly new stages. We would strive to complete these goals even if they are not crowd funded. It just means that those goals would take longer and be payed for through an alternative source of funding, such as payed early access or out of our pockets! I want to make it clear that we understand 4 characters isn't enough to make a complete fighting game, but funding the costs for their development would let us significantly speed up the release of the game. We have been paying close attention to the Yatagarasu indiegogo campaign and have been readjusting our expectations based on it. Also please don't worry about net code! We already have roll back based net code. So that would be included in the base funding goal.
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Thought of naming him Doren, because Doren2k wanted a hot Asian mixup character. So I obliged!
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We just announced that whenever Shobu Game's Tumblr, Twitter, or Twitch account reaches 100 followers we will be hosting a 24 hour stream. During this stream we will reveal new characters, stages, and other things. http://www.twitch.tv/shobugames/ http://www.twitter.com/shobugames/ http://www.shobugames.com/
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Spike is streaming some sprite work right now http://www.twitch.tv/shobugames/
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Thanks for everyone's responses. It's definitely giving me food for thought. I can say that I've been working on something so that our team can work on this game full time. Dunno if it'll happen sooner or later, but I'll keep you guys up to date with any major changes in this project.
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Gonna quote myself from twitter here =P I'm trying to get opinions on various funding models for our game. How do you think people would respond to a pay-to-access alpha model? Kickstarter/Indiegogo campaigns always seems like a huge money grab rush. I would rather people get straight to the game. We of course can't control people obtaining copies of the game without paying, but we could put up a testers only forum/match making server. Of course it would be very cheap and I'm thinking of ways to reward players who buy in early. Feel free to tell me it's a terrible idea.
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I got a lot of useful feedback at BADC. Most of the bugs we found are fixed already. Learned some things to make tournaments go smoother too. I'll be bringing the game up to the big Vampire tournament they're running in two weeks. Probably won't get to stream it though! Maybe after hours!
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The pace and responsiveness feels very much like Guilty Gear. If you ask anyone who's played it I'm sure they'll say the same thing. The game does have RCs and FRCs currently, but we have expanded on FRCs. Giving them a pre-activation buffer, but keeping the actual cancel window small. We haven't pulled any of the defensive mechanics nor most of the other offensive ones from GG. I still need to see how characters evolve in match play before I decide on final defensive mechanics, or even a guard bar. The most important thing is the game play is heavily focused on the characters being very different from one another.
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Thanks everyone to came by to watch the stream. It's extremely motivating to see more and more people checking out the game's progress! I think we're going to try to have another stream June 1st at Arcade Legacy with actual matches. I'll post about that when it's decided. We haven't settled on any defensive mechanics yet.
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Stream starts at 7PM EDT. http://www.twitch.tv/shobugames
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Haha, no, it's just a rendition of me a member of the art team drew.
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Are you the type of person who rushes to be the first to find new combos and post them online before anyone else? Or do you look up other people's combos before entering training mode. I guess that would some it up.
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Anyone who thinks they're good at finding new combos, should send me a private message. I'm currently looking for game player testers. If you just want to test the game in general though, you're going to have to wait a while.
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We will be hosting a stream this Wednesday at 8pm EDT covering some of our progress on Uri. I'll show off some of her potential new moves and the process we go through in designing a character's game play mechanics. Here's the stream link http://www.twitch.tv/shobugames
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I'll just say L-Knight was happy when I showed him the game!
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character ; -; We'll defiantly keep in mind what kind of characters players are looking for.
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whats this now?