Their will be more on the days releases apparently.
here is a post of Mike Z from DL answering some questions
Was the build at Evo 3v3 as well? Has 3v3 always been the plan? I think I’d always just assumed the game was going to be 1v1.
I’ll trust whatever Mr. Z wants to do with it, though!
(Here’s a link to the newest video in case anyone’s tumbling around trying to find what we’re talking about: http://shoryuken.com/customVID/thumbs/5122.jpg)
Evo build was 1v1, but the first time I saw it showed off MikeZ described it as “fixed marvel” so I assume the plan’s been 3v3 at least for a while.
Edit:
Here’s what I was talking about: http://www.justin.tv/c/wcwarzone/b/258330877
He says you can have Ratio teams, so you can 1v3 or 1v1 etc.
It’s in the description of the video woof posted.
[media=youtube]DDgnXBPTBSk]YouTube - SPECIAL! Skullgirls[BETA]!!! RinHara5aki [FI] vs. Random [FI[/media]
i see, since im at my job i have not seen any of the videos yet
Wha? What game was he playing?
Storm, Cable, Psylocke, Sent, Magneto, CapCom, etc…
MvC2 has a tiny roster of playable characters.
obvious troll because MvC2 has about 50 characters.
^please dont make a fool of yourself thanq : - )
2v2 definitely sounds good, considering if there’s going to be 8 characters. Is there a likelihood of more characters being created later down, or is it too late? Would love to see more of this game!
I thought you were perma-banned. How long have you been back?
This, I’ll respond to.
Hitstun/gravity scaling prematurely ends regular long combos as well as infinites, and I am specifically against it for that reason. Plus, it has problems…start your combo with an extra hit, or a different hit from the usual starter (5A instead of 5B) and suddenly the end doesn’t work! It leads to learning specific “best” combos for the character and never doing anything else; it discourages variation in match play; and it makes the game stagnate more quickly because it eliminates the ability to easily innovate past what one sees in videos. As well, it doesn’t completely eliminate practical infinites, as seen in GGAC with Zappa.
The Escape in Skullgirls is designed to easily make infinites impractical and not affect the combo engine at all otherwise. Which it does.
My MvC2 comment was not intended as a dig at the game, which I am intimately familiar with - it was intended to point out that 3v3 works perfectly well even when only 6 characters are used. Indeed, it allows for a larger variety of play with a smaller roster: imagine if you could only pick Magneto, Sentinel or Cable by themselves.
hey Mike , any updates on other characters ?
BYOG (Build Your Own Giant) hahaha
honestly this game looks sooo fun
My thought is mostly that it seems a bit disconnected from the other decisions made in the engine that I’ve seen so far. You’ve stated previously that you don’t like the requirement to tech out of combos that otherwise shouldn’t work (blackbeating), which is reasonable, and yet you’re explicitly ALLOWING another sort of blackbeat in the “infinite detection.” I can understand not wanting to automatically activate a “burst” type of animation, as that makes it “baitable” and just adds an automatic reset/mixup to the situation, but why not simply stop the juggle properties on these loops once the engine notices them, or add some pushback or something to let it end “naturally”?
I suspect this is something you’ve considered and tested during development, I’m just interested in hearing your methodology.
My goal was to make easily repeatable loops, which usually don’t require specific setups or positioning, completely useless while still allowing long combos (which usually have spacing/setup/meter requirements). The second goal was to do this with as little impact as possible on the combo itself - not forcing a premature ending or doing something that punishes the attacker for doing a variant combo. The Escape mechanic allows both players to know that the attacker has done something that the game disapproves of without punishing the attacker. From there, the victim has an out which also requires thought because, now that it is under the victim’s control, it can be baited.
Basically the answer to all of those questions is: in a game where the opponent doesn’t have to tech and most moves don’t knock down, doing something that stops your combo without you messing up is jarring and leads to annoying results. As well, anything that forcibly ends the combo for you (and possibly allows the opponent to punish) has the same problem I mentioned above where different starters screw up moves later on, and all the knock-on problems with “exploring” and stagnation that come with this limitation.
Not allowing a juggle/making the move whiff was the first thing I tried. It just leads to combos “randomly” dropping when you don’t know the system, and since the opponent doesn’t have to tech they just get to block and (usually) punish because you aren’t being careful and using safe moves since you are comboing. They can also just be mashing on reversal DP the entire time and get to hit you out of your attack which the game makes whiff. Since different starters change when the whiff happens, due to the chaotic nature of the fight this is especially annoying in a Versus-type game. (Note: From the builds we’ve seen, MvC3 is doing exactly this.)
Adding pushback/gravity was the next thing I tried. What this leads to is explicitly looking for loops to milk as much damage as you can from them before they get stopped, rather than eliminating them. Look at GG/BB if you need an example. As well, it doesn’t eliminate all infinites - again, look at GG. In AC, after many iterations and attempts to fix the system, Zappa has a practical infinite with the dog…and previous versions had the dust loop and everything else.
Maybe that helps?
Suppose I’ve caught my opponent in an infinite loop. Does the system allow for a specific number of iterations before it allows the opponent to tech or does it allow teching immediately upon detection. If the former, it’s important for the player to know how many iterations so that the person performing the infinite can end the combo with a knockdown instead of giving the opponent a free tech.
You can see a demonstration of the “infinite detection” as it was earlier this month in the 8-9-10 video at Shoryuken - A Look at SkullGirls as of (8-9-10). It seems like for most combos it allows for maybe 1 or 2 reps before it triggers, probably depending on the nature/length of the combo. Of course, I’m just playing armchair Theory Fighter here, but I share your concern that all it’s going to do is change the nature of the baiting game. You’ll either try to do multiple reps of the infinite on your opponent if you think they don’t know how to burst it safely, or you’ll just go for the safe knockdown combo instead of even touching the more complex, potentially burstable stuff. People are always going to want to game the combo system, that’s just how competitive fighting games work.
At some point, you just have to say “I’m okay with these mechanical tradeoffs” and hope the players agree with you. I’m looking forward to actually getting to try this game.
Is it just me or is Painwheel a Nazi to anyone else also? Swastika emblem with a swastika on her back.
Just saying.