Fearless Night -- another GG-style indie fighter

You mentioned roll back netcode. Is this house made or will you be using ggpo?

How many buttons?
Also, will this game have true oki?

Q: Will there be male fighters?

:wink:

lol, guess it’s not a dead thread after all. Poor OP.

What kind of music are you thinking of using?

Well, people have asked about different character types, so I’d like to ask one as well.

Will there be a badass old man like Slayer?

We have our own rollback code, but integration with GGPO should be trivial if it ever came to that.
There are 5 buttons at the moment, but that could change.
About half the cast will be male. Just wait a few weeks…
Music is a mix of orchestral and rock, but maybe a bit of jazz thrown in.
Bad ass old man… hmmm…kinda like that idea.

What type of functions can be done with Burst, if there is one?

Will there be someone who can do full-fledged projectile combos?

Will there be a HSD mechanic in place or anything similar? Are you looking to add in a story?

If a game is advertised as in the style of another game, likely it will be a cheap and inferior version.

Is there gravity scaling in the game ? Will it support spectator mode, replays and online lobbies ? What kind of features will be available in training mode ?

Bursts are not in the game. I’m not against them, but I want any such mechanic to have drawbacks.
I’m not sure what HSD stands for.
Infinite prevention is done with a combination of hit stun scaling, gravity increase and push back increase.
I do want lobbies, and more than likely the PC version will have them. Honestly can’t say about other platforms, like PS3, unless we have access to their SDKs.
Training mode already has the ability to record state, and play back inputs after a recorded state. So you can setup a specific situation and repeat it.
You have of course your standard options like setting the dummy to jump, crouch, etc too. We’ll be adding as much as we can.

By HSD I mean hit stun decay. What type of scaling are you going to do for combos (if you have a general idea of what you want)? Will long combos be discouraged due to how much they scale similar to SF4 and SFXT?

He already said that the game have a “Linear” Hitstun scaling
HSD is the same as HSS (only on mvc3 is called hsd)

BTW @Zinac

Do you use damage scaling or damage proration?

The current combo system prorates damage. Each move has a different value for proration depending on whether or not it was the first hit or not. Counter hits can also have a different proration.

Speaking of counter hits, would they have different properties compared to clean hits?

Just want to make sure you’re not talking about clean hits like Sol’s sidewinder.
Counter hits will have different properties. Anything that can be applied to a normal hit can be altered for a counter hit.
Certain abilities may become available to the attackers if they get counter hits, but that hasn’t been entirely decided yet.

I like the sound of things for this game so far, definitely another one I’ll be keeping a look out for. Is it just my eyes or are the backgrounds modeled in 3D?

Reminder: Uri progress stream

8pm EDT / 10pm GMT

What’s your target combo length. Since you wont have bursts, are you planning to compensate to make most practical bnbs shorter?