Oh snap, all of that Painwheel information was delicious!
She doesn’t seem like my type of character overall, but hell, she looks damn cool. And makes me wince. >_o
And some Valentine! Her idle stance makes me lol, those knockers are hilarious.
Interested to see how she goes about with her fightin in any case.
Hey Mike, I’m watching Painwheel in action and the effect used to denote charging really overshadows the character’s animation. Isn’t it going to be insanely difficult to counter those attacks properly if you only get a split second to react and every single one looks pretty much exactly the same at a glance?
That strikes me as a huge readability issue, and denoting the charge doesn’t seem difficult while still avoiding such a loud particle that obscures her attacks…
Mike, how about adding some splash or sparks when hatred install wearing out? It flashes so seldom that it’s hard to tell whether it’s already over.
Also she was flashing while being dead… O_o
The latest developer commentary was tremendous, thanks for taking the time to make it! Painwheel looks like a very satisfying character to play as, the amount of detail put into how she plays is excellent. That little preview of Valentine was also a great addition. Thanks again to you good folks!
Wow, gotta love the little things about Skullgirls. That Leader thing is so bloody simple and yet I have to ask why the hell no one did this before?
It was a better indicator to their death than those bloody segmented lifebars, that’s for sure. Oh, you hit me one thousand times? Well, I lose one health point then.
When I thought about it the idea sounded visually appealing, but when it comes to gameplay in a 2 player fighter the quick flashing will be more of a message to Painwheels opponent that the danger time is over. Its easy enough for painwheel players to keep track of the duration by the sound that accompany each of the 12 flashes. Imagine the sound as a 12 countdown and you don’t even need to worry about any visual aide to inform you when your time is up. The boss-type rapid flash triggers a psychological response that says “hit me now”
They weren’t needed as badly. Only games needed it are vs series. But need for it in vs wasn’t as strong as it is in SG. Simply because there wasn’t game with mismatched teams before.
This is a question to the developers about the story mode.
I’m presuming there’s some sort of story to begin with, and not like mvc3’s arcade mode thing. I haven’t seen any solid details so I’m sorry if I’ve got it wrong
Anyway my question is if story mode will vary the team size for both dramatic effect and just to give people some practice with the various team sizes.
Here’s a scenario just to demonstrate, say m.fortune’s story starts with her trying to sneak into the Medici tower but she then encounters cerebella. This fight would be a standard 1v1 fight, however after beating her the characters find some common ground story wise and then team up. Then say your next battle was parasoul, it would then be a 2v 1 fight.
It also vary the other way like if a character had been betrayed and drop from a team of 3 down to just 1, then you had to fight the 2 guys that just left you
There are probably better questions worth the developers time, but it’s just something on my mind