PRIDE - Indie Fighting game

Hello everyone !
I’m doing a fighting game, this is called PRIDE.

Spoiler

http://i.imgur.com/rn5pGQy.png

Why PRIDE ? Because the pride is omnipresent in fighting, and fighting games. Every character in fighting games has that big ego, taunting, telling or thinking he’s always the best.
And it’s the same for fighting game players. All that salt, all those stories, they were born from players’ pride “colliding”.

So …

The TEAM :
The team is really small, but everyone’s a ronin mercenary. Actually, I’m almost doing everything, and taking some freelancers to make the work I can’t learn to do (because it’s too long or to complex)

  • Shaman (me) (France) : I’m doing all the gamedesign, programming, art, 3D modeling, animation, sound effect design and communication lol
  • Karnage (France) : my martial artist mate. He knows a lot of fighting styles, is a complete fighting maniac, and so helps designing every move so they have a reality. He determined each character’s fighting style suiting to their personality. I usually tell him “ok for this guy, his high kick must have a big hitbox straight in front of him”, and then, he answers “ok what do you think of that … big front boxing kick, braa”. And it’s usually perfect. He’s the one being recorded for the 3D animations.
  • Yoni Collier (UK) : this man is the game composer. We are working a lot together, he’s playing a bit of guitar, keys, and mainly composes. He did the musics. For the tracks needing big guitar shred and stuff, we called his friend Chris.
  • **Chris (UK) **: Chris is a UK jazz guitarist. He’s touring a lot across the world. To have solos on the character tracks, we needed him. So I took a flight to Yoni’s place in October, and we had Chris come one saturday and do all the guitar parts on every track that needed it. After that Yoni cleaned the parts and integrated it to the tracks.
  • Boonpeang Brown (Thailand) : he’s the Sagat of the group. Boonpeang is programming the netplay - The matchmaking aspect, static with php and sql queries, and the ingame netplay, that will include a very light offline input delay (probably 3F) on everything and rollbacks, to hide the lag.
  • Saori Goda & Yoshi Amao (Japan - America) : those guys are dubbing the game. They are japanese actors and voice actors, expats in New York, and members of a samurai show troop. Yoshi Amao is also animating some random japanese shows, where people get covered in water and everything has flashy colors.

Then a brief synopsis :
It’s a kind of X-Men thing. Once in the past, there was a war opposing some humans that have superpowers, and some that didn’t but mastered technology. The humans that weren’t ‘godgiven’ won that war, killed almost every men, jailed some other men in an underwater sealed prison, and exiled the remaining people in a distant continent.
After that, a man, which had a great power, managed to flee from the submarine prison to the continent, and led the second war to gain back power on the technology people. After that, new generations of mixed people lived and died in that world.

Okay let’s not be boring, nobody cares about fighting game stories. It’s either too basic and stupid to really take seriously, or too complicated for a fighting game !

The Gameplay :
This game is going to be greatly KOF (13) inspired. There will be :

  • It’s 1vs1, but you have 3 lifebars one on top of the other, meaning when you get K.Oed the other guy keeps his life advantage.
  • Kof movement options (hop/jump, normal/super jump if down or dash is detected before the jump, running, rolls, backdash)
  • When getting knocked down, a special “drift on ground” animation will be available instead of the kof tech-roll, by holding “forward”. This animation will be special cancelable (think, knocked down, drift, reflex dp), but the weak spot is that you can get grabbed off it, and you have to hold forward, which means the guy can do an ambiguous crossup, harder to block because you are on the forward position on the stick.
  • The Stock gauge to use EX moves, supers, level 2 supers, guard cancel roll and attack

The main difference with KOF13 will be that :

  • The drive gauge is called Overdrive instead of Hyperdrive (BIG CHANGE)
  • The drive gauge is used to make a drive cancel or two (cancel a special move into another for 50% drive).
  • When the gauge is full, you can activate your Overdrive mode. Instead of KOF13 which had Hyperdrive, allowing to do repeated drive cancels, giving this gauge a damage purpose only, overdrive is character dependant. You usually can cancel a normal move into the mode activation, but after that, either your overdrive gives access to something to combo (some characters can by using it cleverly), or it’s over. Every transformation is powerful, and I’m trying to create a meta where you might prefer to keep your overdrive to transform when your character activates.
  • Last but important : each character has a passive ability. Kartaj’s normal-form passive ability is “EX special moves use 150 HP instead of 1 bar”, and Red’s passive ability is to be able to do Just Defends on the ground and in air (they only give some meter/life/guard bar, but you can JD in air whereas nobody can block)

Let’s now talk about the characters and throw some of the videos.

KARTAJ
Sprite animations : [details=Spoiler]

[/details]
(The first animation is doubled in size, it’s the size used for the pre fight intros. And it has too much frames. Second one is actual gameplay sprite)

Kartaj’s main powers are water.
Kartaj died once in the game prequel, he met a demon in the underworld which made a pact with him. That pact allowed him to instantly revive from his death, and he gained the double edged ability to use the demon’s energy in exchange for giving a small part of his soul to the demon each time he would do that.
But the soul never regenerates. The more he uses the demon’s powers, the more he vanishes from the living world, and the more the demon itself reincarnates in his body. Upon using the whole soul, the user eventually disappears and the demon reincarnates in his body.

Kartaj has 2 forms :

  • In normal forms, his EX special moves use HP. Those super special moves consume the lifebar on startup, as a Focus (it’s consuming, but if you don’t get hit it comes back very slowly). Visually, those move replace every water he’s using by blood and make some nasty fishbones appear and break on impact.
  • If he does qcb,qcb+K and for 1 stock, he can switch into a demon-fueled form of himself. In this form, his basic special moves are the demon empowered ones, and he can now use EX demon moves for one stock, which are even more cheated. In exchange, he has a 30% more damage taken penalty so he is in paper. (<- Not done for the moment)

Kartaj’s Overdrive mode :
**BUBBLE SHIELD **- Kartaj’s overdrive activates a shield around him. The overdrive bar goes down very slowly, but :

  • If he takes damage, he doesn’t lose life but instead the overdrive bar lowers.
  • He can burst in “non ranbu moves”, by pressing C+D in the middle of a combo. That will end the overdrive, make the bubble burst, and do some damage to the opponent, depending how much the bar is filled when bursting. Bursting when there’s one pixel left in the bar does almost no damage but still it’s a burst so it’s useful.
  • When he’s in normal form, and uses a demon EX move, the life is removed from the overdrive bar. He can make his own shield explode and do one more juggle hit by doing the right combo and finishing the shield with a demon move.

Kartaj’s soundtrack changes when you swap from normal to demon. Both tracks have the same bassline and drumline so it can crossfade without going to back to the beginning.

Normal Kartaj track

Demon Kartaj track

Character Select Theme

Red’s Theme

Game Introduction
https://soundcloud.com/xavier-le-ba...n=xavier-le-baron-1/sets/pride-musics/s-lQuZN

RED
Sprite animations : [details=Spoiler]

[/details]

I’ll tell more about Red soon !

Ingame footage :
So … At the moment, I’m working on adding Kartaj’s missing moves :

  • ground CD/air CD/air normals/sweep
  • D throw
  • Air dive rekka special move
  • The supers


This shows the normal, special moves, overdrive (which is not finished at this moment), and some combos.

I’ll use that topic as a devblog, since I want to open the game website when there will be a demo.

Plan :
To create a demo with one stage, (the one in the videos), 2 characters, and the online mode.
With that, I’ll open the game website, do some of com then create a Kickstarter campaign.

EXTRA INFO

Uh… okay.

Sorry but the art style sucks. Looks like some mid 90s Poser3D artwork, or something you’d see on the first season of ReBoot. Fix that up first and then we’ll talk.

Game is pretty ugly. Animations look really stiff as well, everything is sliding around and looks janky as fuck. Also, as a KoF player, taking design ideas from XIII in your game that is supposed to be inspired by KoF sounds like a terrible idea as KoFXIII is pretty heavily leaning into the not-KoF territory. Not as much as games like KoFXI, but it’s pretty much right there.

ok thx

Some of your characters look better than others, but you seem to have the basic programming and systems down. What will really help is your animations more than anything. Try to study other games’ char animations and maybe check out Richard Williams’ great book “The Animator’s Survival Kit”.

I don’t think your chars look that bad with the exception of the girl – I don’t think she looks so great. =[

Wish you the best of luck. Don’t give up!

There is a certain amount of jank when it comes to the visuals, particularly in the girl’s face. Which is to be expected by an indie game in pre-production. What I would say is that personally I would go for a more stylized art style. Going realistic tends to lead to uncanny valley, and more outlandish comic book designs tend to be easier to look good without a lot of money. I assume you will add more frames of animation at some point, so I won’t even get into that. The dude in the suit looks pretty good, though.

I liked what I saw. Of course, I think there are some things that need to be improved, especially some animations, but I think it does have potential.
Search for some reference, like bchan009 said.

Keep the good work.

The characters look much better in your video than they do viewing them here which is weird to say. Maybe it is not the best looking art style but it does seem unique. I like what I believe is called the particle effects? Might seem a bit messy to some but I like it. I am not sure if its the designs or visuals that put some people off more. For me its probably the visuals and again its not a huge irk. I like the musician theme you seem to be going with. I can agree with bchan009 that the lady is the only one that I really do not like. Best of luck, mate. Keep us updated.

https://www.youtube.com/watch?v=FQl1JbuYrLk

https://youtu.be/eJkRA_9WhdE