Hi
Sorry if my English is not so good, I’m from Brazil
I’m making an independent fighting game on my spare time (for some years). It is not a mod, I made everything from the ground up using C++/OPENGL/SDL. It is in pre-alpha now and I would really like to have some feedback. Please, keep in mind that the game is in pre-alpha, so it has a lot to do, bugs to correct…, but the gameplay can be tested.
here is a video
http://youtu.be/lKkQUvFDXnU
latest version here:
http://www.filedropper.com/setupwotcfb01
Some information about the game:
It is a classic 2D fighting game using (simplified)3D graphics. The first thing you will note is that the graphics are kind of abstract, that’s because I’ve created a system for procedural animation, to overcome the main difficulty in fighting game development: the absurd amount of animations necessary.
The first versions of my game were very similar to Street Fighter and KOF, with a lot of systems, hops, supers etc… But then I started to simplify it. My goal is to have a game both deep and simple.
The main differences:
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It does not have a character selection screen. It doesn’t have characters, instead it has styles. The styles can be chosen during the fight and it changes everything in the fighter, acting exactly as different characters. I call it “change cancel”. Every change cancel wastes a bar stock. I have only 7 styles in this versions, but I plan to launch the game game with 16 styles (16 “chars”). The good thing is that matchup is not a so big problem because you can change styles during the battle. But it is not a mirror match because the changes are limited by the bar management and it will not be easy to master all 16 styles. Another important aspect is that “change cancels” also cancel, at any part of an attack. But in contrast to that other aspects of the game are simplified and streamlined.
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The main simplifications are: The game does not have corners i.e. the stages are infinite. The game does not have knockdowns, only hitstuns with different times and pushbacks. I wantted to have a game more centered around spacing, attack vectors and strategies, and not too much mixup/setup games.
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The combo systems have cancels and links, it does not have chains. I had chains at first, but I did not liked the feel of it. The combos are supposed to be small, from 4 to 9 in most cases, I’m not against games with long combos, but we have a lot of them already, I think we need more fighting games with shorter combos.
It has four buttons A:attack1, B:attack2, C:change cancel, X:unblockable. Button Y and Z are used only in training mode, for recording and playing inputs. Attack1 and attack2 are punch and kick with different characteristics depending on the style. The unblockable move have the same role as a trow, it is unblockable, but can be “teched” with the trow button, and it whiffs on block stun and hit stun. When a move cancels in to another, it can be canceled as soon as the move hits, but not on block (I don’t like block strings). One of the styles have kara cancels for trows.
Pressing start or enter during a fight will bring the options menu, some used for debug/testing/training, and the command list. For the moment, the most complete mode is training mode but it still has a lot of things missing. The A.I. Is very simple for the moment, but I really want to create a very sophisticated A.I. in the future because I hate how boring the A.I. is in most fighting games. You will note an autocombo option in the menus. I made it for testing the game, but it might become an option for beginners in the future.
To run the game, unpack the zip and run the exe. It should just work, bu if it doesn’t, you may need to install Visual C++ Redistributable for Visual Studio 2012, its just some Microsoft dlls, it is not the IDE for programming, the link is http://www.microsoft.com/en-us/download/details.aspx?id=30679, or just google it.
In keyborad, the keys are: arrow keys, enter, q,w,e,a. It supports joysticks, I tested it with ps4 controllers and with a hori v3 especial edition arcade stick.
Thank you for the attention.
Manuel.