So what I’m getting from Cardinal is that he’s just some sort of human who augmented the hell out of himself so he looks the way he does? Or is he an entirely different race?
He has a schtick where he makes up a new origin story everytime someone asks about it. I know the Dark Knight did something similar with Joker but I’ve had this idea long before that movie came out and I’m sticking to it!
BTW were working on streamlining the controls, basically adding button combos for some functions. The new scheme will be 3 attacks (A- straight, B- wide, C- exotic) dash, shield, and range modifier. Shield+A=grab, Shield+C=super, Shield+Dash=roman cancel.
Hey, gave the Kickstarter prototype a go, and there’s already some nice features in it.
I like the idea of using both the x and y axis for movement, it opens up a whole new range of possible attack and projectile patterns. That said, I’m always a bit weary of games that use momentum based movement. In fighting games you want your movement to be pin point accurate, and not be carried into an attack after you’ve taken your finger of the d-pad due to momentum.
There is potential to have some really fun moments with dodging if you gave bullet hell super moves that the other player would need to dodge through in order to punish. Something like bullet hell from long range, and DBZ when in close range.
Some other notes:
When I was dashing away from my opponent, I exited the screen until the zoom-out caught up. Consider increasing the zoom speed of the camera, or a marker showing where you are off screen.
When a hit connected the hit sound effect played after hitstop was over. This made the game feel like it was lagging rather than freezing for a powerful hit. Most fighting games play their hit sound at the beginning of hitstop.
I never knew exactly when I was in which range, in other words whether short or long range attacks would come out if I pressed a button. It would be nice of there was some indication of when long range combat transitions into close range combat.
We switched the camera settings to accommodate the super attack camera zoom. We’re working on adding two different cameras (1 that tracks the action, 1 for cinematic camera zooms)
Wow, good catch! We’re actually reworking how the entire hitstop system works, we’ll lump that in.
We’re going to add a different stance for long range attacks that should hopefully make it crystal clear (Cardinal will stick his shooting hand out when in far range).
Ah yeah that’s a known bug, somethings got broken when we added the new main menu recently
We’re going to have a table for Disturbing the Verse at WNF week after next. So if anyone is in the SoCal area you should come check out the latest build! Thanks, Alex Valle for giving us the opportunity!