Air Dash Online - Competitive Platform Fighter - Kickstarter is Live!

This is Shoryuken, in other words technical talk is what should be happening.

This is… interesting. Please detail the aspects of Melee that you are drawing inspiration from, in detail. I feel the game is criminally untapped in terms of inspiration for mechanics that can serve the genre well. I’ve been thinking on the subject for many years.

Since your using Unity to develop the game, what are the chances your teaming porting the game to the OUYA android console?

An unsurprising design decision, considering your background as Melee pros. I suppose you’ll adopt a similar policy regarding stage design - that means no scrolling levels, no random hazards or anything that promotes stalling and camping. Is that correct ?

So do we. As much as I would love to go into detail on this subject right now, this is a discussion better saved for when we present our mechanics.

I like the idea of the Ouya, but its specs are problematic. We would likely have to scale back our art assets, shaders, effects, and do a lot of optimization work. Just not very practical right now.

We have more design work to do with stages, but in all likelihood, yes.

Streaming some character modeling for Tesla starting around 7 PST:

Big shout out to Clash Tournaments for hosting:

http://i.imgur.com/GaPapRO.png

(Click Here)

Keeping it casual, so feel free to come in and talk/ask about anything from fighting games, ADO, 3D modeling, getting into the biz, Smash Brothers, anything really.

Streaming more character modeling at 7:30 PST. Very close to wrapping up Tesla’s high resolution sculpt, so tonight I’ll be starting the game level mesh.

Again, thanks to Clash Tournaments for hosting:

http://i.imgur.com/GaPapRO.png

(Click Here to Watch at 7:30 PST)

As always feel free to come in and chat. A few of the other JV5 team members typically make an appearance as well.

So not to like get a hard release date or anything, but can we expect a similar speed of character creation as Tesla? If you guys can put out a character a month that would be pretty solid game dev time.

It will fluctuate depending on the complexity of the character and what other tasks come up. Given that I am also handling many technical art responsibilities, same with our lead animator, a month to complete a character would be rushing it. Perhaps if in the future we will have the opportunity to grow beyond our indie team size and resources, getting closer to that time frame may be possible. Currently though, we are treating the roster more like a marathon than a sprint.

Just to give a little perspective, here’s a peak into the team size for Soul Calibur V. I would imagine established fighting game developers budget far more than a month to finish each character, but with a larger staff are capable of working on multiple characters simultaneously. I’m referring to the whole process by the way including modeling, texturing, rigging, animating, designing, balancing, and polishing.

Why was the name “Air Dash” chosen when the term is more closely associated with traditional fighters in the vein of Guilty Gear (and current Marvel)?

when i first saw this i was apprehensive due to a few things such as the artstyle and the general idea of smash community making a competitive focused smash game.

there’s not much to go off of otherwise, but good luck, and i’m still interested in how the gameplay will turn out. will there be a 1 or 2 character demo? I would be happy with that.

We’re calling it “Air Dash Online” because of the strong emphasis on the mechanic. Much of the game’s design is oriented around how we are incorporating it.

Also, we wanted a title that could instantly communicate the idea of agility and movement with the gameplay, contrasting other platform fighters that use mascots and brands as their initial hook. It speaks more to what we’re all about.

Appreciate the interest. Conserning your thoughts on this project’s roots in the smash community, take into account that every fanbase and development team are made up of individuals with different experiences, ideas, and opinions. ADO is also a new game.

Far as everything else, we’ll have more to announce as we continue making progress.

Still, when you mention “air dash” to anyone familiar with fighting games, the first thing that comes to mind is GG/BB.

While ArchSys’s fighters have helped popularize it, air dashing isn’t exclusive to one style of fighting game. We’re looking at it more in terms of the mechanic’s importance to our core game.

Want to correct this after doing some additional testing. Unity3D unfortunately still ties all new button presses to the framerate. This is not the case for registering a held button (like my test above). In order to achieve absolute input perfection, we’ll have to either write a new plug-in or use an external dll resource in conjunction with Unity. While this setback feels pretty negligible in our current build, the perfectionist in me wants to do this right.

Thanks for looking into it, and also thank you for confirming I’m not crazy. I’ve just seen it cause problems in other games before and it’s a stupid problem to have.

No at all. As you mentioned earlier MK9’s input drops could very well be attributed to this as well given Unreal 3 has the same inherent input limitations. The good news is with both engines this is not something you are necessarily stuck with. I haven’t played Injustice yet, but it is very possible that NetherRealm studios may have corrected it.

Speaking of which, if you’re not aware, SSB Brawl specifically had input issues as well. Could be for a different sort of reason though, I’m not certain.

Streaming again tonight at 7:30PST. I’ll be explaining all the benefits to our custom shader tech, along with some texturing. Here’s Tesla’s game resolution model in engine!

Thanks to Clash Tournaments for hosting:

http://i.imgur.com/GaPapRO.png

(Click Here to Watch at 7:30 PST)

Keep it up.

8 way airdashes like Magneto, or universally horizontal like GG/BB? Or heavily varying/character specific, like Skullgirls?

Even considering the airdodge in melee, I still don’t know what to think would be a good choice.

We’re going with 8 ways, universal to all characters. There’s always the possibility it could change in the future, but right now that’s what we have implemented.