Shattered - New Fighting Game in Development

The artstyle looks good, but those animation samples look too stiff if your going to be using the pieces over the sprite be sure those pieces are moving to hide it better.

I don’t think you know what depth means.

@angelpalm

Ouch, I should have known that casually joking on a forum would bite me in the ass. I’m sorry that the ‘shitty’ and the emoticon weren’t enough indication that I wasn’t really serious on the last part of my comment.

Joking aside, I don’t completely agree with you overal but thats fine. I don’t think its fair to say that a character having a basic moveset makes him/her lacking in depth, there have been ample examples where those characters had sufficient depth. Wether we actually succeeded giving her depth is another question, which I obviously can’t answer yet.

The fact that you are seemingly done with games having ‘ryu clones’ is another thing, I’m willing to accept your opinion on the matter but thats not going to change our view that we wanted a character true to the core of these types of fighters for balance and testing purposes, her implementation has helped us a great deal in finding out what we can do and how to tackle issues in our engine. I think our upcoming characters have enough interesting mechanics to make up for her being ‘boring’, if we ever find out that she DOES feel lacking she will certainly be up for a remake before the game is fully released.

I personally believe we are going the ‘whole 9 yards’, the problem with a kickstarter at this point in time though is that I don’t think we have shown enough of the game to convince people to invest money, to show them that we are serious. There have been other (fighting) games that made the same mistake and I’m not willing to take that risk. We are just starting to show the world our progress on our way to take that step.

I don’t agree at all that ppl don’t want to play with characters that don’t have some intricate unique system to their playstyle. That’s not at all indicative of whether or not a character has depth.

I don’t know where this mindset comes from. Every fighting game doesn’t have to be like Marvel in the creation of its characters.

Is anyone else getting a Disney vibe from that archer girl?

I guess what I mean is that sure you want to make your game accessible to casuals but you have to think, casuals don’t really play 2d fighters. You gotta look at your actual target audience, and your target audience in one that has been shoto cloned to death. All I was suggesting is give your some more diversity in her moveset in a way that makes it both easier on you guys to gauge your data and give the hardcore crowd something refreshing to work with. Not trying to be a downer just trying to help with some ideas because I really want you guys to succeed please believe.

Poonix, how long until there’s doujin of your team’s game? I wanna fap to it already.

What platform(s) are you planning on putting this game out on? Looks pretty good so far, looking forward to seeing more!

Dammit! Now I want her super to have her break out in song.

I’m down with any crew that represents my man Bob Sagat.

We’re aware that casuals don’t really play 2D fighters (except, I guess, sf4 for a given amount of “play”), and you’re right that it’s futile to pander to that demographic. But I don’t think I agree with your opinion that the hardcore crowd doesn’t want to see a shoto clone. I want to see a shoto clone. Doesn’t seem unreasonable to me to think that other people would want to play a shoto clone too. And shoto’s can have plenty of depth without having anything ‘spicy’ and ‘new’ to shake them up.

As you are aware you haven’t seen any specific properties of her ‘basic’ moveset yet, I’m confident that there is plenty of room for mastery in minute details of the character for it to be interesting to a hardcore player.

Awesome!

I am not sure what you’re saying. This post seems to imply that the animations use like ‘paperdoll’ animations, kinda like Rumble Fish? If that’s what you mean, I’m not sure what gave you that impression, because that’s certainly not what we’re doing. Youtube sadly eats 50% of the animation frames in our game, because it doesn’t support 60fps, this makes the animations look a lot choppier than they are in game, maybe that is give you that impression.

Incidentally, I’m open to suggestions on how to make Youtube animations look smoother. It’d probably look a little better if you’d somehow blend two frames together into one. On the other hand, it’d loose some of the graphical fidelity that the sprite animations give you. There’s no 60fps video service around anymore is there?

Don’t use motion blurring, it will look really bad with sprite animations. I don’t know of any video hosting sites that allow 60fps, but one thing you could do is stream everything at 60fps on Twitch and use highlighting to cut out the parts you want to link.

looks really good

I guess her opening animation outfit has a bit of a mary poppins vibe going?

Primarily its going to be a pc thing. But we would like to expand to consoles depending on demand and funding.

Good stuff guys, I’m hyped to test the alpha version

Bob is impressive as always.

angelpalms system arrow system sounds fuckin dope

in general though i hope OP doesn’t get too caught up in listening to SRK. opinions are like assholes

I will admit that when I first saw the thread title, I thought the game was called Shatnerred.

You watch too much Star Trek homie.