Reading the word “shatter” so many times in such a short space of time is making it sound hilarious…
I wrote up an update on our blog on our plans concerning netplay.
On April 18-19-20 there will be a large competitive game event in the Netherlands: “The Party”. This year there will also be a AE and UMvC3 tournament (by the name of RSD x TheParty). Shattered will be there, showing off a playable build of the game.
I hope that some of you will be able to make it! And those who can’t, we’ll of course try to record match footage, and hopefully we’ll get some screen time on the stream at the event.
Wow this looks great! I’ll definitely follow this closely.
We’re really excited since that build will (if everything goes as it does now) include a lot of game mechanics like shatter and super. So you will pretty much be able to play ‘real’ game rounds.
A new post for our blog! This time a bit of in-depth about character design! http://blog.team18k.com/design/220/
We set up a Facebook page for Shattered. So if you’re interested in following the development a bit more closely, like us on facebook!: https://www.facebook.com/ShatteredFighter
Tonight we’ll be playtesting and maybe running a mini tournament at LLL.MBR’s bootcamp. It is still an early pre-alpha build with some bugs still around and the super and shatter system is not yet implemented. So far people have been very excited to play it, and we’re getting lots of useful feedback. We’re seeing some nice footsie and mindgames developing as the guys are exploring the game.
We will try to find out if there is some capability for streaming, otherwise we will just end up making some videos and post it later!
Blog post about our adventure last weekend:
hi guys,
MBR here and I got the honours of playing this game and winning the first tournament ever held :D.
The game feels really old skool. The fireball game is really strong and DP’s are also invincible. Think of it like Super Turbo.
But there are other ways around fireballs after fooling around with the current build for a while.
If you time it right you can just go forward by cr.mk’ing under fireballs and putting insane pressure on your opponent.
Combine this with jump ins and hops and you got a good basic offense to work with.
I recon the shatter system will also add to the offensive capabilities of the character Julia.
Needless to say if you outread your opponent you can always find that window to defend yourself.
Whiffpunishing is very effective and if you bait a shoryu or throw you can do 40% damage.
I personally really like this balancing as it promotes a great value to the better player.
There is no cheap winning (yet), as in you have to stay solid and win solid.
I’m greatly anticipating this game as this game feels like taking the best from Super Turbo and the KOF series and adding it’s own flavour to it.
All the people who’ve tested our game so far, have always been very nice to overlook problems with the game, which has of course still very much in development. One of the obvious problems in the last testing session a couple of weeks ago was a lack of corner knockbacks, which led to corner infinites.
But now testers need not worry about avoiding the problem anymore, as corner knockback has been implemented! First half of the video below shows the old corner infinites, and the second half shows what it looks like now.
We’re now working hard on getting all the features of our game system implemented for the testing session in April at RSD x The Party.
The push back looks weird, like you’re still moving after your move already happened. I think it would look cleaner if the pushback only lasted during the active frames or something similar.
The pushback lasts as long as the hitstun of your opponent lasts. So if a move is positive on block, you continue moving backwards after recovery. But that is basically the way it is done in every fighting game (definitely in all KOFs and Street Fighters). I agree that it’s still ‘slidy’-looking though. The way the knockback decelerates is something that definitely still needs tweaking, it probably doesn’t decelerate quickly enough, which makes it so that after recovery you sometimes actually still slide quite a lot, instead of just 1px per frame.
Shattered doesn’t seem to be a combo heavy game, so push back probably isn’t that important of a balancing issue. Just make it feel nice. The faster your characters slide, the less likely you can get more hits in a combo, even if the final distance of the push back is the same. It’s a critical balancing point for Fearless Night, because it can make or break corner pressure.
KoF98 isn’t a combo heavy game either and the push back is probably one of the most important design choices SNK made with the game. You don’t need a focus on combos for push back to matter.
I’m digging how that pushback looks!
That is a really interesting concept. Can’t wait to see Cole in action.
And another!
ALSO: We will be showing a pre-alpha version this weekend at RSD x The Party @ Eindhoven, the Netherlands. Get hype.