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BTW were working on streamlining the controls, basically adding button combos for some functions. The new scheme will be 3 attacks (A- straight, B- wide, C- exotic) dash, shield, and range modifier. Shield+A=grab, Shield+C=super, Shield+Dash=roman cancel.
BTW were working on streamlining the controls, basically adding button combos for some functions. The new scheme will be 3 attacks (A- straight, B- wide, C- exotic) dash and shield. Shield+A=grab, Shield+C=super, Shield+Dash=roman cancel.
@Squire Grooktook
Oh yeah, I forgot to mention we are also adding a range modifier button. We'll make proximity-based range an optional setting, or maybe we'll just remove it entirely.
Reading the Suguri wiki reminded me we still need to implement our projectile priority system...
I was thinking of assigning universal durability points to each projectile...
Hmmm, that's a really difficult question since it very much depends on the game.
Like I wanna say pushblock, but only on the basis that my favorite games (Skullgirls, Marvel 2, Vampire Saviour) make good use of it. But in a game without such air-tight frame-advantageous pressure chains, pushblock would totally destroy the offensive game. Same with parry/etc. Those games also have alpha counters as well though (or some variant of them).
The most I can say is that, in the context of a very aggressive and lock-down focused game like the above, I think pushblock work well in terms of being a balanced defensive option that doesn't allow you the opportunity to hard-punish anything/everything off a good read (as parries would).
You bring up some good points. DTV doesn't have too much lockdown in 1v1 but I imagine once we add 4 player modes it going to get a little insane. Also, there are some unblockable situations involving slow moving projectiles and grabs.
I've definitely been leaning towards a form of Pushblock, as you said it doesn't completely kill the attacker's momentum instead it only gives you a bit of breathing room.
So I'm thinking of doing 2 different universal defensive options:
Shield Burst (pushblock) - Press Shield+B, no timing required, costs 1 energy bar and attacks still drain your Shield gauge. Pushes opponent away and destroys projectiles. This is the low risk/low reward option.
Perfect Shield - Press shield button at the last moment (approx. 3 frame window). Allows you to shield without draining your shield gauge, crucial when your shield is about to break but you'll need nerves of steel. Maybe also reduces shield stun and pushback slightly. This is the pro option with higher risk/reward.
@North888 You are an exceptional human being. If you see me at Evo I'll buy you a beer.
EDIT: Just to clarify its a prototype, technically not a demo. It's pretty rough around the edges but it gives a pretty good idea of the direction we're heading in.
We're going to have a table for Disturbing the Verse at WNF week after next. So if anyone is in the SoCal area you should come check out the latest build! Thanks, Alex Valle for giving us the opportunity!
Dallas looks awesome I will play him :D
The other characters look like they are coming from an episode of Rick and Morty (which is cool)
The last one looks like a politically correct M. Bison
Also nice FX :)
Whatever software you are using, you can try switching your FX to full black when creating them so you can see their silhouette and it's easier to see and correct the flaws.
Does it still count as PC if she's wearing an SS inspired uniform? :P
Thanks for the tip @Shaman! I'm using Toonboom Animate Pro for the effects animation. Your praise means a lot, I love the FX in your game!
I don't think a KI model of free to play with purchasing characters would do so well as just having a really strong base game. Especially for an indie title. KI had the backing of MS and a pretty decent following as a cult classic before the revival of the franchise.
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