I’ve always been bothered by mirrored sprites. But really, making all characters with separate sides is just so time consuming since it effectively doubles the amount of sprites your artist needs to draw.
Generally it’s better to try to keep the character designs as symmetrical as possible.
Anyway, since the feedback for my friend’s game idea is good so far, I asked if I could post concept art of the characters and he said yes. So here.
Main character. From what I’ve been told he’s a speed whore who uses lots of dash through attacks and speciallises in tricky crossup patterns and mobility.
Main character’s rival. Supposedly going to be a bit on the slow side but with lots of range and power. His close range attacks are usually followed by bursts of flame that are slightly delayed after the initial hit, making his laggy attacks advantageous on block at the right range. He’s not going to have great mixups, but instead puts heavy pressure on the opponent’s guard in order to open them up to damage.
http://fc00.deviantart.com/fs45/f/2009/129/4/a/Yawn_Concept_by_extvia.jpg (old design that isn’t being used, but shows off more combat-oriented design)
Main character’s friend. A bit of a trap, but androids don’t have genders so w/e. Very low damage but has the best defenses + keep-away. The more shit you put on screen, the weaker his guard becomes, so it’s not all just free. The kind of character who can win by forced timeout.
Here’s what I know about the planned system so far. This is still all in planning and nothing’s been solidified yet.
The game will use 4 buttons and is being made with competitive play in mind. There is a ‘stamina’ bar that drains whenever you get hit by specials or use a special move. When it drops below a certain level it starts to effect the characters in negative ways (some specials become slower, can’t tech throws, etc.) but it refills over time. There’s a heavy emphasis on guard pressure and guard breaking in this game. Any time during a combo you can sacrifice meter to ‘on guard’ which breaks your combo but forces the opponent into a state where they must choose to block high or low (simillar to an IaMP stagger). Doing this also cancels your current attack animation so it can be treated as a rail cancel too. At full stamina it’s possible to completely break an opponent’s guard in one long blockstring, but the idea is that afterwards you’ll be drained of stamina yourself, so it’s sometimes better to just go for a mixup and try to fish for a reset. If you’re on the recieving end of a guard string, you can sacrifice meter to perform a guard shove, which drains all your stamina but pushes the opponent away at a slight frame disadvantage. Of course meter can also be used for typical bursting and using supers too.
the finer points of the engine are still being planned. (right now the programmer is working on an input reader and pixel shader, while the two artists are refining character concepts and doing sprites respectively) But we’re going to try to keep things like infiniates out of the game. Combos will be fun but not Marvel-style huge due to the stamina, damage scaling and hitstun scaling keeping things trim.
Also it’s not intended to be a ‘furry’ game as you might think from the character design. It’s actually based on the animal robot designs of the chinese artist ‘extvia’ who is also working on the character designs directly. We want the appeal to be general even though these are anthropomorphic characters.