Fearless Night -- another GG-style indie fighter

Time for another one of these already, huh?

I’d definitely be interested in how this develops over time. Good luck with the project!

is this a dead thread? anyway, any good indie fighters are welcome, after arcana 3, my standards towards purchase worthy have dropped… severely.

A small note, considering the FGC macroscape, you might want to keep under night in birth in mind, so that people don’t accuse you of just knocking another game off (one that’s not even that original to begin with), beyond that, I wish you all the best.

This is a good sell right here. I like a salesman with audacity and confidence.

Not dead, but aside from speculation, we have little to talk about.

If you want to talk about anything, I’m here to answer questions.

Well, for starters how much about the game can you talk about, that way we can know what type of questions formulate.

I’ll keep my eye on this. The video in the OP looks pretty crude as far as the animation goes.

What engine are you using? Brand new engine or an existing one modified to your needs?

How “experimental” are you going to be with the design? Are you going to be like Mike Z/Lab Zero who keep trying out new ideas (e.g. Isaac, Aeon, etc.) or will you be sticking to closer to GG archetypes?

Finally, will you have a Millia analogue?

How big of a roster do you realistically predict at launch?

So, what kind of game mechanics do you plan to add to distinguish this game from Guilty Gear ? Also, do you want it to be a freeware title or do you intend to eventually find a publisher so you can port it to consoles and/or sell it on Steam ?

To answer a few question…
I can talk about whatever I want since we don’t have publisher, but won’t talk about characters we haven’t announced yet though.
The engine is my very own, built from scratch to be compatible with roll back based netcode (which it currently has).
We will be as experimental with systems as we can, but keep in mind that we want to focus on good “basic” game play first.
As for a Millia analog… I do want to have a light weight character with great mix-up at some point.
We’re shooting to release between 8-12 characters.
We do want to sell the game on a PC platform such as Steam, and on whatever Playstation is convenient at the time ( then Xbox if we get a publisher).
All I can really say for now that’ll distinguish our game from GG is the characters and their unique game play. The core mechanics are subject to change.

Well, then, i want to know about the core systems of the game, since you are a GG player/fan i assume that there will be some sort of inspiration from it-
What type of universal defensive tools are you planning to have on the game?
And what universal offensive tools do you plan to have? like ex moves for example.
I noticed on the videos a bar under the combo counter that decreased after time, is that a hitstun bar?
Speaking of hitstun, do you have hitstun scaling or are you planing to try other stuff to prevent infinites/long combos?

As for the engine, what is the max resolution that you are aiming for?

Do you will have a Chipp like character on the game? (If you do, make him really strong please :3 )

Defensive mechanics are to be determined based on “need”.
We’re experimenting with ex moves, and leaning towards unique moves that require meter instead of “powered up” specials.
Yes the game has a hit stun bar, and the combo system uses a “linear” hitstun proration. Could change though.
Character animations are made for 720p, but game can run at any resolution.
Not sure how many “pixy” characters we’ll be able to have with our first release…

Are you guys doing sprites the traditional way, or are you trying out ways to speed up the process (i.e. like how Lab Zero tunes moves using roughed animations first before sending them in for cleanup/color)? Also, real time lighting and shading for the sprites?

Looks good so far, I’m interested in playing this in the future. Keep us posted OP.

The characters are fully tested with ruff animations first.
We do have our own sprite creation process. The end result is what you’d expect from HD arcsys games like P4U/BB.
If there is any real time lighting it’ll be subtle. The effect on traditional sprites tend not to look so good. See KOFXIII

But can’t you eventually add depth mapping like what Mike did for Skullgirls to allow for more natural looking real time lighting on the sprites? Or would that require rewriting the engine.

The engine is actually 3D and already takes advantage of shaders for various effects, so it is possible.
It’s more of an artistic choice not to do real time lighting on the sprites. Not saying that’ll not change though.