very excited to see more from you guys. each new thing you reveal about systems, characters, and design sounds great!
A new post on our blog, showcasing the many new features we implemented before our showcase at the RSDxTheParty tournament. http://blog.team18k.com/showcase/rsdxtheparty/
Phoenix king of coding, codes quickstand in under 30 minutes, someone please call Guinness Book of Records.
Time for some updates!
http://blog.team18k.com/characters/finishing-up-julia/
An addendum by Phoenix:
This game has crumples? How about groundbounces and/or wallbounces?!
Just followed ya on fb, shits lookin dope.
Will show support all the way.
Not as a common mechanic, Julia for instance has none. But we want to be pretty flexible with character designs so there is a decent chance that one or more characters will receive bounce mechanics on some moves.
@ DeZa
Thanks man, shit like that means the world to us.
New blog post, in which we discuss Julia’s crouching normals! Enjoy
http://blog.team18k.com/characters/julias-crouching-normals/
Is she missing a hurtbox on her crouching light kick…?
EDIT: Nvm just read the description. I know you said there are reasons to use other buttons but based on the collision boxes looks like its going to be 3S Chun all over again lol.
It’s definitely not as dominant as 3s Chun’s pokes.
The thing is, the move has high priority, but after this active period, that box that is now an attack box, turns into a hurtbox of the same size. That’s different from chun, where after the active period the body immediately retracts, while for Julia there is an actual limb there to hit (and in fact, there is also a limb to hit in the startup).
And there are other factors of course, it doesn’t cancel, doesn’t have the range like a chun poke etc.
That being said, these are all things that could be changed once playtesting shows that mashing crouching short like a maniac is a good idea. But from our testing so far, there seems to be little evidence for that.
This is pretty cool
This week Phoenix discussed the hitboxes of the jump normals!
http://blog.team18k.com/characters/julias-jump-normals/
[quote]
Julia’s Jump Normals
Jump normals are always a challenge to get right in fighting games. Because movement is so much more limited by a jump, a lot of factors like range, start-up and active frames become less important than the are on the ground game. This often leaves characters with a plethora of jump normals that are hardly ever used.
We have decided that we want every single jump normal to have a specific function, so that every single button can plausibly be used in high level play. Julia is a good example of this design decision. Every single one of her jump normals has a specific function, and you will have to make specific decisions on what button to press with every jump you do.
Jumping Light Punch
Julia’s jumping light punch hits fairly high up, and will whiff on most crouching opponents. Its main use is therefore air-to-airing opponents. While its hitboxes are not amazing, the long active period (12 frames) of the attacks, allows Julia to cover a large part of the jump arc with an attack box. This makes it a low damage, low range, but easy to use air-to-air normal.
Jumping Light Kick
Together with the jumping hard punch, this move is one of Julia’s main jump-in attacks. The damage and blockstun that this move does are lower than that of the jump hard punch, but it makes up for this because of its cross-up potential. As you can see the attack box extends behinds Julia, this allows for her to jump over the opponent and still hit them.
Jumping Hard Punch
This damaging, and very deep hitting jump attack is Julia’s main jump-in tool. It easily hits crouchers and does a lot of blockstun. The attack box is somewhat smaller than that of other moves, making this move specifically geared towards jump-in attacks, and not particularly useful as an air-to-air.
Jump Hard Kick
The excellent upward angle on this move and the formidable damage, make this attack Julia’s scariest air-to-air normal. Different from the jumping light punch, this move has shorter active frames, forcing the player to be more specific about when to press it. But when it connects, it hurts.
Because Julia pulls her legs up during this move, she is able to dodge some incoming fireballs. This is once again an example of an emergent property inspired by the animations Bob Sagat has drawn.
That concludes our discussion of Julia’s basic normals. Next post we’ll discuss Julia’s single command normal, specials and super.
-Phoenix
A bit late, but Phoenix wrote the conclusion to our Julia’s hitbox series:
http://blog.team18k.com/characters/julias-specials-and-supers/
For some reason I really love that the super doesn’t knock down unless cancelled from the light dragon punch.
Nice reads.
Just make the Grappler (Always/only one!) fun to use outside of make or break grappling situations and I’m good. Example would be Condor from Breaker’s Revenge, a powerful grappler that doesn’t have to solely rely on his 360 to be a threat. Same can be said of Tager/Potemkin but the system engines there can be kind of wonky for them.
Also having a Native American character who isn’t a stereotype would be cool, all five of use Natives who play fighters would appreciate it for once. I miss you Rick Strowd…
I wrote up an update on our blog on the progress on the engine development: http://blog.team18k.com/?p=325
Shattered will be a official side tourney @ Red Fight District, 11 october in Amsterdam, the tournament is part of the Capcom tour hence its a major.
You guys are making good progress. Keep up the good work!
Damn I forgot about this game after I posted in here 4 months ago. The game is looking sick, can’t wait to see more progress in the future.