We've recently just got off the ground and launched a Kickstarter page. Since founding the Kickstarter we've been featured on Kotaku and SRK. We also have a Wordpress Blog which is going to be featuring weekly updates from the art team and possibly programming updates once the ball gets rolling. So if you're interested in competitive fighting games check us out. Please, comment here (or on the aforementioned sites) and let me know if you have any [constructive] criticism. I created this thread not for a money beg (which is why I've refrained from posting the Kickstarter link), but to get some honest feedback and see if there is interest in such a game.
An Orlando Steam-punk Fighting Game Project
Blogs > GP |
GP
United States1056 Posts
We've recently just got off the ground and launched a Kickstarter page. Since founding the Kickstarter we've been featured on Kotaku and SRK. We also have a Wordpress Blog which is going to be featuring weekly updates from the art team and possibly programming updates once the ball gets rolling. So if you're interested in competitive fighting games check us out. Please, comment here (or on the aforementioned sites) and let me know if you have any [constructive] criticism. I created this thread not for a money beg (which is why I've refrained from posting the Kickstarter link), but to get some honest feedback and see if there is interest in such a game. | ||
Zona
40426 Posts
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GP
United States1056 Posts
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sung_moon
United States10110 Posts
skullgirls seems interesting, and from what i've seen/heard its the closest thing to mvc2 so should be good. i'll be keep a close eye on this thou! | ||
Pyrrhuloxia
United States6700 Posts
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sob3k
United States7572 Posts
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GP
United States1056 Posts
On January 08 2012 18:18 sob3k wrote: The kicks for the male character look terrible, his weight is set up wrong at the start for a kick so in reality they would be super awkward and have no force....looks more like a leg lift than a kick. Hi, thanks, honestly. My only defense at this point is that these are very rough animations. If it looks like he's just lifting his leg, that's essentially what he's doing right now. These aren't finished animations, and I promise it will have to look bad an awful lot before it looks good. The process I'm going through is to cut up the reference video into key frames that I'm bringing into my 3D package (Maya). These animations are just essentially these "key frames" posed with Maya's interpolation applied to the animations, with little editing to the animation curves. The issue of him having no force may be true. The actor in the reference video intentionally made the kick awkward and sloppy as Otto's character is primarily a brawler with no martial arts training who relies on his brass gauntlets to get the job done. The process looks like this, Reference video -> key frames from poses in the reference video brought into maya -> model animated solely based on poses from the video key frames -> lots of iteration -> *once character is brought into engine* Go back and try to match the animations to the fame budget. -> once animations are within frame budget, exaggerate and emphasize key poses to add more impact to the strikes. -> balance begins with the designers, who take the animations in engine and modify speeds/frame count of the animations while drawing hit boxes. Particle effects are also added to the characters, like hit sparks and steam. -> complete. The bolded is where I'm at right now, so there's definitely a lot of room for improvement and a long ways to go. If you're interested keep on the lookout, because new iterations on the animations will be posted this Monday with some of the issues already fixed. | ||
lolmlg
619 Posts
Apart from that it's hard to give constructive criticism seeing as how the project is in an early stage. The mockups and models look pretty good. Trust a game project to start with the logo and go from there, right? I've never worked with or played a game built on the Unity engine so I'm not sure what kinds of issues you'll run into or whether or not you can expect everything to run smoothly. C# is managed code afterall so be careful with the algorithms you're writing. You'll need to have someone on board who really knows what the difficulties are, not just someone who has picked up the language for fun. | ||
GP
United States1056 Posts
On January 09 2012 01:31 lolmlg wrote: One of the things you're harping on in this post is the idea of the Japanese being secretive and having a monopoly, and a US team wanting to contribute something innovative. But from the looks of the source material and the articles on other sites it just sounds like they want to make a steampunk game with heavy influence from existing Japanese games. And considering how entrenched in British aesthetics you want this game to ultimately be, I'd tone down the goofy patriotism stuff. Apart from that it's hard to give constructive criticism seeing as how the project is in an early stage. The mockups and models look pretty good. Trust a game project to start with the logo and go from there, right? I've never worked with or played a game built on the Unity engine so I'm not sure what kinds of issues you'll run into or whether or not you can expect everything to run smoothly. C# is managed code afterall so be careful with the algorithms you're writing. You'll need to have someone on board who really knows what the difficulties are, not just someone who has picked up the language for fun. Well, we're not quite aiming for innovative mechanics wise, we're strongly influenced by Japanese fighting games. We're going for a western feel with the theme and art style, something that hasn't been seen. Even Skull Girls is essentially more of the same anime characters fighting each other. So yes, you're right, we're definitely aware that our roots are firmly in the Japanese fighting game genre, and that's what we want to make our contribution in. Yeah, honestly I wish we had more to show. I came on fairly late, and the lead wanted the kickstater launched on the twenty-eighth. Our programmers are not casual programmers, believe me. We've gone through a couple of programmers to find ones who are serious, but one is one of the best programmers I've ever met. We've heard through the grapevine that Skull Girls had to go through an awful lot of programmers before they settled on Mike Z who is apparently a genius. So we're going to try and see how things work out, and hopefully not end up in too much trouble, but our goal is first alpha build by the CEO tournament. | ||
Riku
United States1064 Posts
Steampunk has definitely been on the rise in popularity. I know Seattle has a steampunk convention, so perhaps you can prod businesses and people from that area for support (I recommending checking out www.afktavern.com and seeing if they'll spread the word for you). | ||
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