Playing with our WIP juggle system today, need to tweak velocities because this happens:
Very nice!
More music! 2 Mello just put out the Tac Knight’s theme this morning - it was previously available to folks that donated, but now it’s publicly released and remastered.
Awesome track! Really looking forward to what you guys will come up with.
Lots of folks have been asking for in-engine footage, so we finally put together a video with a selection of stuff that we’ve been working on. And a little something extra for our fans!
This game will rival KI when it comes to it’s soundtrack. New track is awesome!
One of our fans made a crazy combo edit with the current build!
Sorry all, it’s been a while since we’ve updated this thread!
Here’s a handful of the most recent info on our game, where we’re at, and where we’re going -
v0.3x
Currently we’re on v0.3x versions of our prototype which are running on our latest state machine (the Tsutsumi Engine). We’ve eliminated a bunch of a problems including randomly dropped hits and some special attacks hitting multiple times.
New characters
We’ve talked about our bare minimum roster being 8 characters, and here are the first 3 (Helen, Op 28, and Susan) with teaser shots of the other 5.
http://i.imgur.com/9X5aiTl.png
Assists and how they work
In Cerebrawl, both the benched and point players have control over assists. We have three different assist options: Point Control, Assist Control, and Full Control.
Point Control assists allow the point player to call the benched player. When the bench player is called, they can perform any normal, command normal, or special move within a 2 second window.
Assist Control assists allow the benched player to call themselves, gated by a cooldown. They have three options - currently, Helen’s options are LK+LP = Evil Eye (beam), MK+MP = Witch Knuckle, HK+HP = Pendulum Kick (launcher).
Full Control assists give the benched player full control of their character and are used when the assist meter is at either half or full (the meter between the lifebars). If the assist meter is at half, HK+HP will bring the benched player on screen for 60 frames. At full meter the benched player will hop on screen for 120 frames.
Here’s what an AC version of the combo above might look like:
Going forward
We’re hoping that all of the functionality we’re planning for our prototype will be finished by the end of September. This includes assists, all of Helen’s normals, specials and her super, red life, the assist meter, and super meter (level 1 only). After that we’re probably looking at another couple of weeks of polish and bug fixing before we send the prototype around again.
As always you can follow us on twitter @cerebrawlin or check out our website www.cerebrawl.in
I was wondering about this game yesterday. Looking really good.
Man…this is shaping up BEAUTIFULLY!! Hype level intensifying!
Just dropped some dough to support you guys; lready feels like the best 15 bux I’ve ever spent lol…
Good timing! The new build is going out in the next hour! Thanks for the support!
https://www.youtube.com/watch?v=7cDixPflrlM
DMoney107 showing off all of the new assist features! Lots of fun options
I have a feeling the walk/movement speed should be a lot faster, especially if you’re gonna have such wide open space on the screen. Whenever each round starts both players are about seven to eight character lengths apart. That’s insane. You should either make the characters larger or make them move faster.
Also the characters could use more frames of animation as well.
This is just a little nitpick, but looking at the video again, I notice that the sprite of the attacking character is underneath the character getting hit. I think you should have it so that the character attacking will always be overlaid in front of the character getting hit. So this will mean swapping the characters’ layers whenever a defending character lands an attack of their own.
Yep - there are several things missing atm that will vastly speed up the game including a run and a two-button dash.
This is a simple layering issue that is being worked on atm.
So I’m still a bit confused about this beta your selling. I think I read that you aren’t promising keys to the final game because of potential conflicts with the future publisher or something? I can’t imagine a publisher preventing you from giving out steam keys…
A majority of a publishing deal is essentially investment. They’re putting money in and expect a return on their investment. If we essentially pre-sell a couple thousand keys, that’s money exclusively going into our pockets that a publisher is missing out on, and they might frown upon it. We have to look at our potential publishing offers realistically and factor in that anything could be an issue.
If things drag on long enough and we end up self publishing, then absolutely yes everyone who bought into our prototype will get a key for the final release. That being said - this is only a prototype. We haven’t even reached alpha yet. The idea was that donations would get us to a point where we have a finished prototype that’s complete enough to generate interest from publishers and finally land a deal to move us forward.
Hope that answers your question! Sorry to ramble a bit - I find it important to be as transparent about this whole thing as possible.
Yea I just don’t think a publisher would stop you from doing that. Otherwise, how would all these kickstarted games get publishers?
Eh, you never know. We have to be ready for any outcome, which means we can only make promises about things we’re 100% positive about. A lot of people get burned on Kickstarter promises all the time.