https://www.youtube.com/watch?v=T3TWiuDZ1iw&feature=youtu.be
This video is not a full gameplay trailer. Just a test for setting up the flow of the actual gameplay trailer and testing out the recording quality of Dxtory
https://www.youtube.com/watch?v=T3TWiuDZ1iw&feature=youtu.be
This video is not a full gameplay trailer. Just a test for setting up the flow of the actual gameplay trailer and testing out the recording quality of Dxtory
Ok, so I’m pretty close to having the demo ready for everyone to try out. I’m deciding on whether or not its worth it to build a version for MAC users.
Ill have it out for download between the 31st to the 3rd of April
It is an Alpha build so I expect some bugs to come to light. Ones that I haven’t noticed with me developing and play testing simultaneously.
What I’ve accomplished for this version of the demo
[list=1]
[] 2 fully implemented characters (Peter Pan, Captain Hook)
[] New 3d animated menu screen
[] live 3d character preview as you scroll character selection screen
[] balanced move sets
[] balanced meter gain requirements for each move
[] damage scaling
[] weapon trails
[] interchangeable input options both before and during gameplay
[] xbox 360 controller support for PC (Working on MAC)
[] Pan now has a new special move - A ground counter that requires one meter bar to execute and launches the opponent
[*] Hook now has a new special move - an air attack that can pop an opponent up even when in a down state. followed up by a projectile attack. requires one meter bar
[/list]
For the next version I’m going to finish implementing the following
[list=1]
[] Story mode and opening cinematic
[] Updated Art Assets
[] Updated UI (Right now you’ll need a mouse to access some features of Immortal Fray)
[] Alternate costumes
[] Wall Bouncing
[] Push Blocking
[/list]
Shortly after the release of the demo Ill put out a new trailer showing an unofficial opening cinematic (unofficial because I’m redoing all of the art anyways)
nice progress
Very good progress!
https://www.youtube.com/watch?v=YQCCBf8YYcU
Ill have the Demo out tomorrow for PC. MAC will follow shortly after.
As promised here is the demo for PC. Currently working on the MAC build
Demo Download Link:
If you have a good PC check it out and let me know what you think!
Make sure to read the instruction files included in the .zip and change your controls to your liking when you start the game.
So I gave it a shot. Its a decent start but it’s got some issues.
The first thing I noticed were the animations. The presentation overall need work, but you already know that. The animations feel stiff. Everything moves at the same time and has no real overlapping motion and a lot of the motion feels clunky. Try removing a lot of key frames. Too many makes animation feel clunky and unnatural. Also try offsetting certain parts on your idle loops as it will make your animation feel more natural. If you’re using Maya, definitely take advantage of the motion path guides. You can get some really great curves by using that.
The biggest issue I have right now are your key poses. None of them are particularly strong. The best way to approach this is to start with your idle pose, then key out your attack pose and REALLY push it. Here’s an example of what I mean:
Here’s a jab punch pose. It’s ok, but not exciting.
Here’s the same jab, but pushed a bit.
By simply adjusting a few small things, the pose is more interesting. Sure the animation goes by quickly, but people notice whether they realize it or not.
Another example:
Here’s a more dynamic punch. It pushes it a little, but it could be more interesting.
This is the same thing, but pushed much farther. Granted it could probably be better but this is a decent start.
Since you’re doing a very western cartoony style, you really have to push your poses. Probably the best reference for poses like this is Smash Bros believe it or not. They have some of the best cartoony extreme poses in the business.
Ok so on to the actual game play.
This part is tricky because I’m not really sure what kind of game you’re going for. Even if I did, my opinions are separate from the actual issues.
Actual issues first.
General Issues
[details=Spoiler][list]
[] Practically all of the attacks have no pushback. Peter Pan can do 12 jab combos. Hook can link out of his standing strong a few times. If you didn’t have hitstun scaling, this would be pretty bad. Right now, it’s just boring to watch these repetitive loops.
[] You don’t appear to be able to cancel any crouching attacks into standing moves or specials.
[] There aren’t any diagonal inputs and the input buffer is too wide making it very hard to play any kind of poking game with Hook.
[] No rematch option
[/list][/details]
Peter Pan
[details=Spoiler][list]
[] When playing as Peter, Some of his air moves feel odd and when launching into an air combo, they miss occasionally when they really feel like they should be hitting.
[] His dive kick is almost certainly too fast. He’s also stuck in this weird spinning animation when he hits the ground. Not sure if that’s intentional or not but it feels strange.
[] You can do 5 dive kicks in the same combo by itself. Land the mid dive kick, wait a bit, jump and do it again.
[] He’s a charge character, but I’m not sure why. Also sometimes the charge moves just don’t come out.
[] Wind Guard (D,B+Launcher) doesn’t seem to work.
[] I’m not quite sure when you’re supposed to use Rooster Knee. If you try canceling into it and you’re too close, you just jump right over and miss. This move isn’t terribly useful.
[] 12 hit jab combo.
[] Can link out of his Standing Hard quite a few times.
[/list][/details]
Hook
[details=Spoiler][list]
[] There is no reason to use light or medium Scurvy Slash since the hard version does them both at the same time for free.
[] M and H Crackens Grasp appear to be the same move.
[] He doesn’t seem to be able to jump cancel his launcher
[] Hook Clinch doesnt appear to do anything
[*] He has some decent weapon moves, but his kicks are probably too slow
[/list][/details]
Ok so now, for my opinions of the game.
[details=Spoiler][list]
[] The walk speed feels too slow and the dashes and direction jumps seem too long.
[] I didn’t spend too much time discovering combos, but right now, they feel a bit too long for my taste.
[] The damage output is really low. Probably too low.
[] The lighting is odd. The light source should probably be from above a bit. If youre worried about casting weird shadows on the faces, you can adjust the ambient lighting color in the Unity graphics settings I think. Or just reduce the shadow strength.
[] I actually like the voices quite a bit
[] The hair physics you’re using is really erratic and a bit distracting.
[*] Not being able to skip intros is a bit strange.
[/list][/details]
As a side note; looking at your planned character list. A lot of those are not public domain characters (Jafar and Jasmine for example). If you are planning you sell this game, that’s something you need to consider. If it’s free, maybe you can get away with it, but I sort of doubt it. Personally, I’d recommend that you create your own characters, but that’s just my opinion. I’m also not really sure if you can even legally use C’thulu. I really don’t know, but you should look into that before you get too far in.
All in all, it’s a pretty good start. This game has potential. Just keep at it and it’ll get there.
Hey thank you Liero116!
This feedback is very important to me. You’re right about the animations for sure. Now that most of the foundation for Immortal Fray is set I’m going to redo the art completely and use more uniform shaders.
So expect new models and finalized animations. I actually studied animation in school so I expected this sort of feedback from the public when I threw this game together. So now I’m tasked with making improvements and updates. Which is fine with me, it gives my life purpose while I’m getting through nursing school.
Im definitely going to continue development and Im excited to show off the new stuff in V2 so stay tuned :).
Pan’s Wind Guard requires 100 points of meter. I dont think I specified how many points in the instructions I included. Just that it requires meter.
Also, youre right about princess jasmine. as for Jafar I was oging to use this version http://pdsh.wikia.com/wiki/Jafar. Ill scratch Jasmine out of the list. And Cthulhu is Public domain so I’m allowed to use that character commercially.
Again, thank you very much for your time and feedback and I will apply all of this to the next version.
Yeah no problem. I went to school for animation as well and I now do it professionally, so yeah you learn as you go for sure.
So the standing hard attack of Peter Pan links into itself, and since it moves forward that creates an infinite. Keeping the loop up feels really inconsistent. It seems like there’s some amount of hitstun deterioration, but sometimes the combo drops after 10 hits (5 loops) sometimes after 14 hits (7 loops) and I think once I’ve gotten up to 9 loops.
But even if there is hitstun deterioration keeping it from being true infinites, combos like this of course aren’t very fun: st.L x 12 xx st.M xx (st.H x 8) x Launcher > stuff.
As Liero116 said, the knockback should be drastically increased (and the damage for individual hits should be too).
I would consider making it so that the standing hards aren’t + on hit, so this whole linking business is over. Nothing wrong with chaining to hard > launcher right?
No Queen Of Hearts…no play
I was actually thinking of adding female characters for the next version of the demo. Ill post concepts after im done composing them
So the developers of the UFE engine are pushing out an update within a month from now; which will include networked multiplayer. I’m gonna do my best to implement that and get it up and running in the next version of Immortal Fray. It’s exciting to me cause I’ve never tried messing with networking code as of yet. I’ve only been able to script up simple games locally so I feel like this will help me evolve in my training as a programmer.
played it for almost 2 hours, preety good but, as obvious needs more work but your in the good direction. keep up.
just one question do you intend to make money from the full game when it will be compleaed ?
Hey thanks for trying it out! Right now Im revising the game based off of the feedback I’ve been getting. Im trying to prepare everything for the next iteration and new features. I’m also planning out my finished art pipeline. Anyways, short answer is yes. I plan to sell the game eventually.
http://i.imgur.com/zeLHZiZ.png
Vote at the link below!
So Ive finished the first draft concept for captain hook.
[list]
[] A - Young James - Inspired by Once Upon A Time
[] B - Vega Mask James - Inspired by Vega from Street Fighter
[] C - Evil Sea Captain James - Inspired by Moby Dick
[] D - Jolly Clown James - I always thought evil clowns were cool
[] E - Userper James - Inspired by Cervantes from Soul Calibur
[] F - Powerful Sorcerer James - Inspired by Ganondorf from the Legend of Zelda
[] G - Oni James - Original Creation
[] H - Intergalactic Sorcerer James - Inspired by Dragonball Z
[/list]
I would love for all of you to vote and choose which design you like best
You can vote multiple times, and I dont plan on having two different body types in the game.
What that means is if one body type gets more votes than the other, then I will choose the two
most popular designs from that body type. Hope that makes sense. So please cast your votes!
Ok so here are the final decisions after the polls on Peter Pan and Captain Hook. I think Im going to have to come up with another name for Captain hook since this design isn’t so Jolly.
Im happy to see that more people participated in the voting for Captain Hook this time. I like these designs. I have a sort of Link vs Ganondorf ting going on with the main skins. I also like that Captain hook doesnt have a sword. So now I can make him a faster, more melee-based character. The alternates leave the game open for a futuristic alternate universe. Im going to have fun with this :).
Anyways, now that I have the final decision on these designs I am going to create model sheets and more concept art and get rolling on my new art pipeline.
The next version of the demo will have a demonstration of a story mode, ability to select different skins at character select, more balanced moves, and im hoping to have the networked multiplayer feature up and running, but that i can’t guarantee. Im also going to start a newsletter so that when the next version of the demo is ready people will know right away.
So I aim to have two more polished characters for the next version of Immortal Fray to better showcase the Story Mode and Networking capabilities.
Please vote on which set of characters you would like to see in the next version
So it looks like Red Riding Hood and Big Bad Wolf are taking the stage and will be the next two characters added. Soon Ill post the new character sheets I created for the new version of Pan and Hook. Ive already begun the concept for Red Riding Hood. I have a rig for big bad wolf already made and Ive received nothing but good feedback on it and Im sure the community will approve.
Stay tuned for a new website, footage of the art creation process, news on the new build of Immortal Fray and more! Ill be creating a newsletter soon so people will get updates instantly.
Also, a friend of mine forced me into trying out his new Oculus Rift. He insists that I make the game compatible with virtual headsets so I think thats something worth working towards.
http://i.imgur.com/2b5YcTw.jpg
So here is my character sheet for the new Peter Pan. Please choose on the color scheme you like best so that I know what colors to use when I texture the model.
Captain hook coming soon.