Love the idea, looking forward to the finished product, I like the idea of cooldowns in a fighting game or seeing how ignite would work.
Hope to see Riven or Orianna in the finished roster.
Love the idea, looking forward to the finished product, I like the idea of cooldowns in a fighting game or seeing how ignite would work.
Hope to see Riven or Orianna in the finished roster.
Thanks! Not many people think about how the cooldown system will affect the game or our balancing of special attacks. I think people will be pleasantly surprised!
Nice!
Riot approved! No C&D for us!
CONGRATS!
I just wanna say the moves cooldown mechanic is a really great idea. That’s some really nice meta game
Congratulations. Prepare to for the future pandering from the FGC once they realize this game gets more spectators than Marvel.
Haha, we’re already catering to the pandering of the FGC and we’re trying to implement advanced controls into the game too
IMO stick to 2DFG standards. They are there for a reason. (30 years of trial and error)
Edit: And I don’t think the cooldown per special is a good idea as you might think. For like… 20 different reasons…
As much as I love the 2DFG standards, being raised on them myself, I think the vast majority of our audience would be afraid to touch a game that only has those controls. I haven’t met many people in recent years that could perform a dp the first time they picked up controller, so asking MOBA players to do that wouldn’t be fair to them. That said, if we can properly integrate both advanced and simple controls (with some bonuses for performing the advanced version) I think both camps will enjoy the outcome.
Early versions of Melty Blood (when it was PC exclusive) made dragon moves as down,down+button because it was it made the game more keyboard friendly. (But note that dragon punch moves are not anti-airs in MB, so the motion covering crossup situations couldn’t harm the game) The motion also prevents you from having invincibility moves at a speed of a single button press, which can really hard the game if you don’t design the move especially based on that.
Which is a balance issue we immediately realized with our controls. We’re making sure AA attacks aren’t instantaneous and if they are they have a pretty long cooldown. The cooldown system actually opens up quite a few balancing opportunities that allow us to make specials that would be completely overpowered if they were spammable. Some specials can approach the strength of even level 1 supers provided they have a long enough CD.
Oh and the main reason we figured we decided to have advanced controls was because we want the game to feel good on a keyboard, pad, or stick. Me and the other core dev on the team play while he uses the stick and he thinks it just feels too awkward without traditional controls.
There are hundreds of games that follow traditions in fighting games.
At least let one game try to innovate within this genre.
(Besides Smash)
Actually, the basic SF2 rules which are common to all these games are just the vital basics, on top of which each game has built a different set of following rules and interactions between the rules that make it unique. If you can’t see it, then something is wrong with you, not with the game. Like a blind man criticizing a painting.
60+ member team and growing! Tough to organize them all but the final product is going to be worth it!
I imagined Zed in this game with Dormammu style mix ups. Place the shadow behind them> Throw a shuriken > Teleport behind them. Of course this would be broke as hell and require a lot of testing but it’s fun to think about.
I am interested to see how the cooldown system will effect things.
Want so many champions to be playable XD,
Guess the final product will be better than the trailer. Since they said it’s pre-alpha build
The original game has 100+ characters, if it is hard to mash in all to be playable, maybe you should try something like the cards system in the Heroes & Herald in UMVC3, or some support system XD
Want so many champions to be playable XD,
Guess the final product will be better than the trailer. Since they said it’s pre-alpha build
The original game has 100+ characters, if it is hard to mash in all to be playable, maybe you should try something like the cards system in the Heroes & Herald in UMVC3, or some support system XD
We have one! We call it the “Call for Gank” assist system. Originally designed to work like Marvel vs Capcom 1 assists (complete with a certain # of times you can use the assist throughout the matches). Now the idea has evolved so the CfG champions are as strong as Level 1 supers! With this system we intend on cramming in as many champions from league as possible, and don’t worry just because a champion is an assist doesn’t mean they can’t someday be playable.
Also, this means in the character select screen at the moment you choose two things besides your champion: a summoner spell AND your Call for Gank. It’ll be really fun to see how the community reacts to choosing their assists and summoners based on their playstyles! Although nowadays we’re not entirely sure if summoners will make the final build for various reasons, but if people like them enough then we can certainly try our hardest to make sure they make it in.
please make dunkey the announcer bro omg plz
Vi announced as a playable character. Jinx, Sona, Taric, Urgot, and Fizz announced as Call for Gank assist characters. Check out the art here: http://instaburst.net/blog/7/13/10/03/Piltover-s-Enforcer-Joins-the-Fray
Announced Riven, Garen, and Warwick since the last update!
Riven/Garen: http://instaburst.net/blog/8/14/01/10/Happy-New-Year-Everyone
Warwick: http://instaburst.net/blog/9/14/02/19/Warwick-the-Blood-Hunter