Maybe you should post in the thread title and OP that the game is on indiegogo
good idea, also updating the indiegogo to include more information. and new rewards.
Join us for the Ascension X prodcast hosted by Tavian Napier
https://gaming.youtube.com/watch?v=hTFqRLGDopI
small update on the mechanics of ascension x
Ascension
Each character will have an ascended form that will be Unique for each character. This will cost your entire Ascension bar to perform, but while in the ascended form you will have access to additional special moves, combos, and have access to the overdrive attack.
Special Attacks
Each character will also be given a set of special moves. Each special move in Ascension X requires the use of psion. At the very basic example a normal fireball cost 10% of your psion bar. Once your psion bar reaches zero you will not be able to use special attacks, however you can refill your psion bar in battle by powerup.
Enhanced Attacks
Enhanced attacks are modified version of Normal special attacks that either deal extra damage, or knock down an opponent. A player has to spend a quarter of the Ascension meter to use enhanced attacks.
Combos
Combos in Ascension X are unique in the sense that you can create your own combos, by stringing together various basic attacks. You also have the ability to include your transformations within you combo allowing for some pretty interesting setups.
Combo Breakers
A combo breaker is a special move where a player can spend meter to interrupt a combo performed by the attacking player. You can also use your entire meter to ascend which will automatically break any combo.
Overdrive Attack
Overdrive attacks are ultimate special moves that are unique to each character. This is the strongest attack the character is capable of pulling off. The overdrive attack will not be readily available to the player. The player will have to link attacks together while in their ascended form to use the Overdrive attack. Correctly pulling this attack off will result in over 50% damage.
Powerup
In order to recharge your Psion bar each character has the object to power up, which leaves them vulnerable to attack. however if you don’t powerup you could run out of the ability to use special powers.
Parrying
Each character will be given a parry block, which will allow the user to repel a direct attack. The parry block does not work against special moves. Parry blocks are hard to perform but do not use any meter. They are meant to be a way to deflect physical attacks, and leave an opponent open to a counter attack.
This doesn’t sound like anything different from what any other fighting game offers.
Any chance you can further explain what makes the combo system unique. Because right now that description above makes it sound more like any game with power modes/transformations (e.g. KoFXIII HD mode/KoFXIV MAX mode, SFV V-Trigger cancels, etc.).
A bit rough, but something I should certainly keep track of. Best wishes…
I’m actually going to be relaunching on kickstarter within a month just take my own finances and polish up a bit.
Ive been playing fighting game for 21 years and Ive taken what I think to be the best mechanics from various genres and tried to blend them perfectly. The video doesn’t show it in the best light, Our combos are special because you can do them within different modes. our transformations or ascension allow for each character to be basically have two variations. each variation will play slightly different. so you can start a combo in the normal form, ten transform in the middle and finish it in your advanced form.
Game looks pretty kusoge, like Mortal Kombat Deadly Alliance. Character designs are all really boring, they look like they belong in a 90’s Mortal Kombat rip-off for MS-DOS.
Not impressed with what I’m seeing here.
thats a surprise, I think the characters happen to be unique and a rather different spin on fighters.
Good luck this game looks like it’s coming along nicely.
I like the idea of the psion bar, it adds an extra layer of resource management however I would re think the whole " once your bar is gone you can’t perform specials". If I understand correctly the lower your bar goes, the more powerful your normal attacks? That’s a pretty cool spin but how does one recharge their bar?
Think I’ll make a pledge this week. Best of luck to you.
Again, that doesn’t sound any different from any other fighter with any sort of install or power up mode type system.
you cant perform them until you charge it up. It basically makes you have to pause for a few seconds. so at present our character tempest can shoot about 8 fireballs back to back, then the bars empty. you can take a few seconds and power up the bar, but you cant block when charging.
I feel like if you’re trying to limit how much people “spam” fireballs, you should go with the RT cooldown approach, maybe an “overheating” bar that goes up everytime you fireball and if it reaches the end you can’t use anymore for X amount of time.
Honestly tho, if you want to balance fireballs so that they aren’t overused, you should balance their damage / startup / recovery / risk / reward around it. I feel like the approach you’re using is just going to add more things to balance (how many fireballs can you throw, how long does it recharge, how much recovery on the charge move, how much startup on the charge move, etc) in addition to the others.
Like what if 2 Tempests are chucking fireballs at each other and both run out, possibly they’re just gonna both charge their stuff up again and keep doing it, the charge kind of makes it worse in this situation because they were “spamming”, then they stop doing anything to charge, and then “spam” some more. It doesn’t eliminate the “lame” fireball war at all, it just makes it more lame.
Maybe you could set it up so that you can’t throw fireballs normally, but you have to charge your fireball meter to the max and you get to shoot one, and you could charge as much as you want at any time (like charge half but stop cause the enemy is gonna attack you).
/shrug Just seems like a very heavy-handed way to balance fireballs.
actually are pison bar works the way you described it. once ti drains it has the same effects as overheating. but you can just press the LB and it will recharge.
one last post all of our special attacks, enhanced attacks, overdrives and combos are called attributes. We’re almost finished with a system that we call the ninja attribute system. It will allow you to basically pick your character and edit them. so its almost like a character creation system. The closet thing I can relate it to is the mortal kombat x mobile game, where you can upgrade your attack and add attributes for speed, armor, recovery, health, resistance and such. We are almost finished with the first screens and will post shortly.
You’re being overly ambitious before nailing the simple things imo.
I agree but from a development stand point you kind of have to have the end result in place while you work. Right now the main concern is balancing, and adjusting the quality of some of our animations.
completely reworking all animations for tempest.