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bitCrusher

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Everything posted by bitCrusher

  1. sigh, well, got some bad news. While I still don't know if I'm accepted or not into that program I mentioned in the initial post, they have changed their business model. Instead of offering up to $40,000 to fund your company and first game, they do not invest any money at all. While accepted teams still receive other benefits such as free office space and networking, it's just not worth it because we don't live in North Carolina, and paying for living expenses would be a pain when we can just stay in the comfort of our current homes. Because of this change, the program does not require any share of the revenue for your completed game, but that's the only pro that comes out of this change. It's gonna set us back, but we're still making this game no matter what. I'm gonna be searching for official 2D artists and 3D artists, and eventually make an awesome Kickstarter, complete with a playable demo. So look forward to that! In the meantime however, I don't think I'll be updating you guys until we have something substantial to show. Thanks for everyone's support in the thread!
  2. I honestly don't like the idea of wiggling out, because it can take you out of your groove. I'm sure that's the reason why Jin's freeze changed from requiring wiggling out, to letting you escape after a certain period whether you wiggled or not. I think I'll just make stagger command throws untech-able, and scale damage accordingly. I want to be able to make this a style of play without making it overpowered. also, something I almost completely forgot about. Guard Breaking. I like the idea of having a Guard Gauge, with the option of Alpha Counters, since it rewards some rushdown-game but nothing is inescapable with counters.
  3. If stagger command throws aren't tech-able at all, that honestly sounds a bit cheap. Unless damage is scaled down a crap ton
  4. OH, yeah that's right. I'd prefer not to have pink throws either. Wait, so in Skullgirls, you cannot escape stagger throws at all?
  5. I like that. I believe Skullgirls does the same thing as well
  6. this was sort of the plan from the beginning. But you can only do so much Normals/Command Normals/Special Moves for one character in Classic, so I don't think it would be possible to have every single animation you'd have in Modern Style if there were to be Tekken-sized movesets. Something along the lines of Soulcalibur-sized movesets would sound more appropriate. My idea behind Modern and Classic, was that Modern would be much more "uniform" because of its focus on Target Combos, while Classic was more "freeform" as it allowed players to chain different normals together to make their own combos.
  7. Some good points there. Using the KoF style of rolling for wake-up is actually pretty interesting. You can get grabbed out of a roll on start-up, but if the opponent tries to time a grab and you end up waking up normally, the grab will whiff and can be fully punishable. I'll definitely consider this. Speaking of grabbing, it's going to be a 2-button affair like Blazblue (or it can be assigned to an extra button). There will be green throws with small escape windows, but I honestly don't like the idea of purple throws and being able to grab/command grab someone in Hitstun. Unless someone thinks that's a good idea? Also, aside from ground/wall bounces, there will of course be other options to extend combos. Such as launchers and staggers. Like any ASW game, I plan for everyone to play very differently
  8. okay thanks very much for all the feedback. For now, I'm going to stick with having both Styles, especially since my programmers already got a nice combo tree system working. Once we get a tech demo completed, we'll let players test it out and see how things fair between the two Styles. The great thing is that even if things don't work out and we decide to have only Classic for competitive play, we can still use the Modern Style for the game's Quest Mode. I'll talk more about Quest Mode later, but you guys can always skim the blog to get the gist of things. How do you guys feel about not having OTGs? I'm planning for the game to have Ground Bounces and Wall Bounces, but once an opponent is knocked down, your combo is gonna end. I haven't thought much about options on Wake-up yet besides waking up normally, or doing an Ukemi (like Street Fighter IV basically), but I am open to having a roll option.
  9. oh cool, someone familiar with God Eater, haha. see, this kinda sucks because Modern is targeted towards 3D fighter players. but it just happens to be easier than Classic, and as a result, becomes labeled as an "easy" control scheme. Would it be better to add some more attack buttons to Modern Style? I'm sure the reason why its being labeled as an easy mode is because there are only 2 attack buttons. I could do something similar to Mortal Kombat, which separates Punches and Kicks (4 buttons total) but still has Target Combos. This would at least make the control scheme less "effortless" while adding some depth at the same time.
  10. Just in case anyone's wondering, the team is made up of 7 people including me. I'm the project lead/game designer/writer, I have a friend helping with game design, 3 guys doing the programming, a 3D modeler, and our 2D concept artist. I've also got a music/sound friend who's gonna come aboard when the project gets funded. We're trying to go for a NieR or God Eater style of sound, if anyone's familiar with those games. Gah, you know what, thanks for saying this. I had something planned to balance the 2 schemes, but now that I think about it, I would just be handicapping Classic Style even further. So, here's what I'm gonna do: Have a modest moveset for all characters (I was originally going for Tekken-sized movelists) to make sure both Styles can do the exact same amount of moves. The only difference is execution. In the end, Modern Style is still gonna end up being the easier scheme, but since both styles can do the same amount of moves, it is totally different from say Normal Mode and Simple Mode in Marvel vs. Capcom 3. What do you guys think?
  11. hey there, Hecatom, thanks for sharing my thread! and thanks for all the support guys. It's nice hearing positive reactions after all the "vaporware" posts I kept hearing in SRK. By the end of the month, I will know if our game is being funded or not. If we are, we'll be getting a BIG BOOST in production and will be able to make a nice proof-of-concept for everyone to enjoy. From there, we'll either look for a full fledged publisher for additional funding, or start an awesome Kickstarter. Who knows? I'm currently trying to find an official 2D artist, so any concept art you see in the blog isn't exactly final (the outfits are final for the most part however, since our concept artist makes some pretty damn cool outfits. But faces and hairstyles are subject to change). I'll update you guys periodically on our progress. Mostly likely, I won't be posting on SRK anymore though for various reasons.
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