Isn't this game already available on OUYA?
What is this?This is a project that brings to you a completely unique combat experience through an original control method,
letting you command your characters actions with greater flexibility so you can feel more involved in the combat.
Your attacks are manipulated by the joysticks location while holding O/A chooses your action, punching/kicking.
This gives you a great amount of control to the flow of combat, and with dodging and jumping/air combat giving you equal amounts of control it allows for an experience you won't find anywhere else.
Initial Features?
- A new, flexible combat experience
Video Demonstration Below.
This only shows the earliest attacks-more are planned
- Flexible dodging control
.- Unique jumping control to allow for fluid air combat
Video Demonstration Below.
- A training mode feel with flexible AI options for the 'training dummies'
e.g. Jumping/Following you/Running from you
(first version of this will only include 'shape' enemies with varying AI for you to train against and experience this unique combat and get a feeling for it before an enemy similar to your own character is added)
Future features?
- Fighting Spirit (FS)
--Brief overview
You and your enemies will have FS which will be lost when you receive damage and can only be recovered by successful strikesagainst an enemy (the less FS you have the more you'll gain back to avoid it becoming one of those systems which sendsyou into a spiral you can't get out of while giving you the thrill of climbing your FS back up yourself).
A critical hit will cause a greater loss of FS and also adds knockback.
100-75% FS :
Critical hit can only be caused by striking the enemy from the back which is 100% crit chance(if you're at an enemies side and attack them with a roundhouse left kick which would impact at the enemies back or any other attack that does that, it would be included).
75-50% FS :
The further below 75%, the greater chance of a random critical hit with any strike against the enemy.
50-25% FS :
The further below 50%, the greater knockback will be received from critical hits and chance to be stunned.
A critical hit against a stunned enemy gives 50% chance to knock them over, which will cause double the critical hit damage and an immediate 5% loss of FS.
25-0% FS :
Any critical hit gives even without the enemy being stunned gives 25% chance for enemy to be knocked over.
--(This may be tweaked after it's implemented and tested)- Fight an enemy that has the same flexible combat as you do
The goal of this project?I wanted to develop a game that gave more control over the flow of combat than I've seen elsewhere.
I'm tired of game trailers showing off cool looking 'combat', and always being disappointed time and time again when it ends up being predetermined animation through QTE's, a specific combo/button combination or timing/turn based activation.
I've looked through many amv's/anime combat scenes/movie combat scenes, etc on youtube as my inspiration and reference for the flow of combat which I'm aiming to achieve as much as possible with the time and resources I have.
I also wanted to take advantage of the OUYA, which this experience wouldn't be possible without (it requires a console controller).
I've felt for so long now that combat in games just isn't branching out as much as it could, everything is trying to look cooler, but only trying to do so with QTE's or the other methods I mentioned. Not by expanding the gameplay or method of control.
And this project is only one direction that the expansion of combat experiences I have ideas for can be taken.
Additionally a goal of this project is to hopefully attract more peoples attention to our development studio so that we can gain more peoples interest in our future, larger projects which require a larger audience if they are to have a chance at succeeding.
When can I expect this?Initial release is planned to be June 4th for OUYA retail launch, with an update afterwards to add the final pieces to the game.
However you can already experience the original demonstration that contains the core mechanics/ideals of this game on the OUYA store under "Midnight Tinkering Combat Demonstration", a trailer can be viewed for this here with a topic discussing it here.
("Midnight Tinkering Combat Demonstration" is still in the sandbox at the moment....I seriously hope they remove that, or at least allow you to browse in there by category, my largest disappointment with OUYA so far.)
What can I do to keep updated on this project?You can follow us here, or at the various locations below.
Home Page
*Major updates/Large updates that require a detailed post.
*Minor updates, videos and links to updates on the other Social Sites/our Home Page.
*Polls for when I'm requesting opinions.
*Posting of minor general topics I'd like to get responses/opinions about.
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*Images/Artsy updates on any game development progress.
Last edited by SwiftIllusion; 05-18-2013 at 03:42 PM.
The original demonstration was but because I've removed the special attacks and swordplay for a more focused
approach on melee combat among other changes I'm adding this as a new game instead to leave the previous game up.
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