Elaborating on this a bit (from my point of view). The art style might not work for 3D. The 2D is pretty ok. As J0SH mentioned, yeah - it’s a bit inconsistent, but you may need to actually redo the 2D art first. Seriously some 2D art styles do not translate into 3D very well. If you’re having an issue with making this work, I’d recommend having your 3d designer also design the 2D characters. Or have someone who is more familiar with the 3D design process take a crack at it.
Yeah seriously. Kudos to you for being open to making your game the best it possibly can be.
That’s good, but I’m concerned that the art will turn off potential backers. Gameplay is great, but a large majority of people will be drawn in by style and appearance. I’d say finish what you can of the game part first, and then see what you can do with the art.
So my motion trails are complete :D. Moving on to the next thing on the checklist. I’m confident Ill have the demo out for you guys by the end of this month/ middle of next month.
I’m also making an opening cinematic trailer, and an updated gameplay trailer so stay tuned for that!
If you mean a pause-effect during the impact of a hit, that, along with the new polished hit animations is something I’ve addressed in the current build. you’ll be able to see these changes in the new trailer :). Ive also added dynamic blocking animations and new “get hit” states.
The animations from that video are really bad. They are very stiff and unnatural. I would go as far as to say that you really should stop where you are at and work on your animation skills before creating anymore characters. Sorry if that sounds a bit harsh, but my initial reception of the game was a bit jarring due to those animations.
Thanks Kwyjibo :). Again, while I’m working on this and posting footage I will stress to everyone that all of these assets and animations were built to create a functional prototype and on a 0 dollar budget. This is being done to showcase a potential Idea that can add to the world of fighting games. I am an avid fan of fighting games so my goal is to create something that will really entertain and inspire people to compete and show off their skills. With funding secured for the full game I will be able to hire more artists, programmers, sound engineers, oversee production full time and reinvent the art pipeline to better match the standards of the current generation consoles(better graphics). Currently I’m working with a 2d artist for concept art, a 3d artist for environments, and I am programming/modeling/rigging/animating/designing everything myself.
Again…0 dollar budget and I fit development into the small cracks of my life.
The demo and new trailers will include updated animations(working with what I have for now)/effects, shaders and hopefully a story mode. I’m working my hardest to prepare this for everyone. I do anticipate re-iterations of the demo based off of the feedback I get from the players.
My 2D artist and 3D environment artist work full time jobs, I work part time, and I’m in my final 18 months of nursing school atm (I’m only going to nursing school to supplement my game development…and help people). My ultimate goal in life is to have a development studio and publish sensational games because I know that’s what I was meant to do. My girlfriend has been very patient with me in this endeavor, but I don’t know how much longer shell hold out for me hahaha! I kid I kid. She doesn’t read these forums…I hope.
Ok so Im considering taking another pass at the characters. Their stylization and fashion would be similar but the characters themselves will seem more detailed. This may push back my projected releases date for the demo but it seems that most people are greatly concerned about the graphics
I think That if you want your game tested you should just release a demo without That visual pass. You can always choose to do another pass later. Im more interested in playing around with the game rather than the Graphics at this point.
Your concept art and idea is soo cool, but not super in to the 1997 look. I would just make the game look like your concept art and keep the rest of what you are doing.
Thank you sethian0 that IS helpful. After the demo is released i plan to overhaul the games presentation with the new artwork I’ve been developing. Stay tuned for voting polls on designs for the cast and overall look of the game.
I want the graphics to be loved by the community so everyone’s vote will be important to me. Ill try to have them up this weekend.
If you dont want the website above to access your facebook info then vote here strawpoll.me/3815994
After the release of the beta version of Immortal Fray I will overhaul the graphics and art style of the game. My inspiration comes from games like Street Fighter IV and the animate films from Imagi Animation Studios(Creators of films like TMNT/ Big Hero 6/ Astro Boy).
I need your votes to help me decide which style is most successful. I will make the highest rated costume the primary one and second highest the alternate costume in the next iteration of the Immortal Fray demo.
A - Forest Warrior Pan
(This version is inspired from Disney’s design combined with my favorite hero in video games)
B - Street Urchin Pan
(This version is inspired from my favorite iteration of Peter Pan in the show Neverland)
C - Martial Arts Pan
(This version is inspired by Street Fighter and by the fact that Pan was trained in martial arts by an angel)
D - Future Warrior Pan
(This version is inspired by a dark future version of the story I created, and borrows from the design of a game I dream to develop one day)
So please participate in this poll! After I have all of the votes I will upload my designs for Captain Hook. His designs are a little more complicated as I have 3 different body types to choose from, and even a female version.
Hey thank you very much Kwyjibo Ill share this poll inside my post and other pages as well. And great choice by the way! Id be really excited if Immortal Fray went in that direction.
update
Ill be closing the poll for peter pan’s new design tomorrow night so I can post the designs for captain hook and create my character sheets. Please cast your votes now!
Also, completion of the playable demo is looking like it will be done on time so stay tuned!
Ive come to a point where I can upload what I have for now while I work on polishing up the new features Ive been testing. The demo will work best if you have a wired xbox controller and a mouse. I will build mainly for PC’s but Ill try to get a mac version working as well. Im still fleshing out the menus so you’ll need a mouse to access some of the games features. The next iteration will be different.
Im going to release a cinematic trailer. This will include the old art assets ive been using but this is mainly for demonstration. Ill make sure to stress at the beginning that these assets were made for the purpose of prototyping.
Small questions: How do you intend for the matches to “flow”?
-How many times should the player have to “hit” (begin a practical combo and deal full damage) to win? Is the game like Xrd/Marvel where combos deal insane damage and lead into bad positions for the defender, or more like CvS2 where you have to wear your opponent down over time?
-If you have secondary gauges, (super, stun, etc.) how important are they to the gameplay and how fast do they build? Are characters going to be fairly uniform in their abilities like SF2, or are there going to be a lot of character-specific mechanics like Guilty Gear/Blazblue?
-What movement options does a typical character have? Walking and jumping are the basics, then we get into things like high/low jumps, dashes/air dashes, rolls, and so forth.
I know you’re early in the design phases, and I’ve noticed you’ve certainly put a lot of thought into characters and presentation, but these are important things to consider so players really “feel” the game. It’s the difference between the “Street Fighters/Mortal Kombats/Tekkens” and the “Shaq-Fus/Rise of The Robots/Kabuki Warriors” of the genre.
Updates
Ok so im closing the poll for Peter Pan’s final deisgn tonight and I have to say I’m rather excited to put time and effort into this :). I’ve been researching the shaders and effects of games like Street Fighter 4 and UMVC3; Two of my top favorite fighters. Ive also been studying the animation rigs of Imagi Animation Studios and Pixar as reference the current rigs Im developing. So far most people want to see the Forest Warrioir version of Pan. Future Warrior coming in at a close second. I’m excited to run the polls for captain hook as he’ll have 9 designs to choose from. Two Male body types and one female body type. I would be intrigued to see Captain Hook as a female.
Like I said, the winner will be the primary costume and the runner up will be the alternate in the next iteration of the demo.
As far as the demo is concerned, I plan on delivering right at the end of this month. I’ve fleshed out most of my checklist of things to accomplish. Im going to release the first iteration as it is with the features I’ve finished so far. The next iteration should have the (Still In Progress list) completed along with the new artwork.
Finished/Implemented
[list]
[] Multiple dynamic motion trails that are character specific for attacks and movement
[] Balanced secondary gauge system for super/ ultimate attacks
[] Balanced damage scaling
[] Improved AI Template
[] Improved sound effects
[] Updated animations
[] Updated GUI
[] 3D real time title screen
[*] Unique character selection screen showing 3D models when a character Icon is highlighted
[/list]
Still In Progress
[list]
[] Story Mode
[] Wall Bouncing
[] Alternate Costumes
[] Networked Multiplayer
[/list]
Thats great insight, just5moreminutes :). As it stands right now, and as far as testing of Immortal Fray is concerned, the maximum damage that can be dealt by one combo is a little over a 3rd of the defenders health. I personally wasn’t a fan of how crossovers/mixups/single combos would determine the end of a fight. I favor CvS’s approach to wearing down your opponent. This could easily change though; based off of the feedback I get from the community.
The secondary gauge is for super/ultimate attacks. These attacks will pretty much determine who is ahead in a fight. The gauge builds up pretty quickly per hit so its possible to start a combo chain of at least 8 hits and have half of the gauge filled to end the chain with a super attack. It’s a lot to disclose the percentage increase of each move so ill leave it at that.
Stuns are dealt by certain moves specific to each character. I.E the grappling hook attacks (similar to scorpion from MK) of Captain Hook, or the medium version of Pan’s flying knee and dive kick. I meant for these to cripple the opponent and leave them open to attack/combos. Each character will have specific abilities. Id like to stay away from any of the characters playing like another one, but I’m also trying to balance these abilities to avoid unfair advantage.
As far as movement goes, characters will differ in that regard as well. some will run/jump faster than others, double jump, or even air dash (pan). Slower characters will have invincibility frames and grapple chains in some of their moves to compensate for speed.
Hope that was informative :). There are some aspects of the game yet unknown, which i will disclose in time.