Turtle = MK9’s Sub-Zero
the difference between attacker and defender is I’m making certain moves stronger towards either defense of offense. The user will be able to play however they choose.
Zoning?
Turtling is a playstyle completely user side rather than a character design archetype.
yes that last note was meant to be the play style of the characters. Not their design if that makes any sense.
Playstyle is essentially combat design anyway. But I wouldn’t worry about characters until you get your core game system down pack. I’m making sure my fighter’s core system is in place before I worry about character combat design. However we are touching up character bios and visual design, since that doesn’t take away from writing the core system, and it’s fun coming up with the look of characters. We have not one special move for any of the ten characters - but we can tell you what the core system aims to be. My priority is: Core System > ‘Dressings’ < Characters.
Before I think about meter and other systems we need to know what the hell a fierce attack means in this game, ya know? And that has to be in place way before we decide what quarter circle forward + punch means for what character.
Random note; we’ve recently decided Chris Evans is a great model for one of the characters.
Well I’m working on the main site and wanted to share our banner work in progress. I’ll try to pot a link to the coming soon page later.
Nice, kind of looks like Yoshimitsu. Will your game play closer to MK or Soul Calibur?
I’m getting an MK vibe, with a touch of Bloody Roar.
Why are people mentioning Soul Calibur when we already know that it’s a 2d game.
wow actualy my 3 biggest game influences and all time top favorite games are Mortal kombat, Killer Instinct, and Bloody Roar.
Thinking of using the unreal engine for development and ditching Unity, so we can focus strictly on the Xbox one. Right now we have done small test using unity and loaded models. graphics quality is far better in unity.
With Unity you can port to Xbox One, 360, PS3, PS4, Wii U, and PC.
doesnt unreal drop frames per second a lot?
Yeah I told him about it on Facebook. 60fps is paramount.
While NetherRealm and ArcSys make it seem like it’s easy to do fighting games on UE, from what I’ve heard, the engines they’re using are heavily customized.
we are working in unity now so we dont drop frame rate.I’ve just been doing some studying on unreal and graphically it’s the best… and yes netheralm modded it so much u really can’t call it unreal anymore.
Forget NetherRealm, ArcSys’ implementation of UE3 does not look like UE3 at all.
ArcSys are sorcerers.
well we have found an unreal scripter willing to work on a small test to see if we can keep the frame rate.