@Rayplay - We’d like to get a playable build out to our fans as soon as possible because it’s important to get user feedback early on, so there are definitely plans of releasing a semi-public build on our forums when they go live so, look out for that!
@EvaXephon - Your work is impressive! I think you should have kept going with your fighter, I can see a lot of potential there. Lunar Scythe looks great too, I am going to try out the demo when it’s released.
Our engine is in early stages and we don’t want to get into specifics on that just yet but, with our site launching soon, we’re also going to start our Dev blog where we will be sharing more details on the actual development of the game and our own custom engine set up.
Thanks for your feedback. What do you suggest we do to make him better?
You could make him less of an obvious self insert character. Also, Wolfpack Gang is redundant. A wolf pack IS a gang. Also, the air brush wolf on his shirt is the gayest thing I’ve ever seen. Also, he skipped leg day. Also, everyone’s legs make up about 70% of their height.
@JohnGrimm Though I agree ‘Wolfpack Gang’ is redundant, and that Adam could add a leg day or two or three into his routine, I disagree about him being a self insert character. Adam’s traits and habits can each be explained. You’ll understand when you see the anime series.
This is an exact quote from our designer:
“The way the IPS will work is based off a number of a normal attack being used x amount of times in a combo to prevent any possibility of a infinite occurring, more details on it will be provided at a later date.” - Xavier
We’d like to invite you all to be a part of the first wave of people to join our community, even though the forums aren’t completely ready yet! This is a thank you for all of your positive feedback! Link below.
So I assume it’s something similar to what Skullgirls has with combo “stages” etc. Because simply counting the number of times a normal is being used could actually be more restrictive
Anyway, love your presentation. Lots of people miss that when it comes to revealing their game. You gotta write it like you’re excited rather than terrified of what people may think. As somebody working on fighting games on my end, I hope you luck and will be watching. My team loves to observe possible peers/rivals.
Nice art, nice details. Keep it up and drop the HAMMER.
Anyways forget Ultra’s, Focus Attacks, and cinematic whatever, just make this ish play like a balanced version of Kof 98/A3 and you can have my first born.