it’s come a long way, great job. i agree with psych0j0sh, it needs its own shtick or style
iVE BEEN WORKING QUITE A BIT HARD TO GIVE EVERYTHING IT’S OWN STYLE. i’LL BE ABLE TO UPLOAD BETTER STAGES THIS WEEKEND.
Neat! Who’s your modeler? Their style looks a lot like the one I hired for my game.
official site is almost finished. for now you can follow us on instagram
small camera test #ascensionx
https://www.youtube.com/watch?v=FtRa8ysyHoI&feature=youtu.be
#gamer #indiegame #screenshotsaturday
ascensionx psion charging effect
In order to cut down on spamming we ave added a special bar called your psion bar. this bar will control the amount of special moves you can perform. Once the bar is empty you can not use special attacks for the rest of the round. so you will need to charge your psion during the match.
Although you’ve stated that psion can be charged during a round, I feel that this is going to be a problem for characters who may specialize in zoning/keep-away.
Yes and we are working on it, we are basically playing around with certain characters charging faster then others. also once ascended then the bar doesn’t move. So in ascension you get free special moves.
I see. Does ascension work similar to that of UMvC3’s X-Factor/KI’s Instinct Mode?
actually yes, but i planned it before ki was released. But our ascension works as a mix between KI and bloody roar.
we have 3 styles of characters which will determine how their ascension mode works. We have a rushdown character names Lycan which is basically a werewolf, once activated he will turn into a wolf and get a boost in speed, and a few extra rushdown attacks. We have a shoto character that once activated summon flames around her fist, and get boost in projectiles.
Game is looking much better now, good work
we are now live on indiegogo please show us some support.
The models look nice, and the character portrait in the video is cool too. But there are some basic issues with the fighting engine.
First, there’s no hitstop at all. In almost all fighting games when a character hits someone both fighters freeze for a few frames (7-15 depending on the game and attack strenght). This add impact to the attacks, but also helps with combos because this adds some extra time to input attacks. There’s also very little pushback. If you leave it like that you will end up with lots of infinites / 100% combos because attacks don’t push characters away enough. Then there’s the psion system that seems to work just like Art of Fighting’s spirit bar. It didn’t work very well there, because it limits your attacks way too much. I’d advise against it. The camera is also too close to the characters. Zooming it out a bit would be good.
In short, the visuals are shaping up quite nicely, but the fighting engine needs some work.
I am hearing everything everyone is saying. I also taking note and making adjustments. I’m also gong to adjust some of the info on our kickstarter game and reupload a better video.
Cool, I’ll give a pledge.