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Beast's Fury - Updates & Discussion

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Oh won't you look at that

http://www.twitch.tv/maximilian_dood

I think he's about to end it though.

edit: yup, I got there late... didn't get to see if he commented on the indiegogo, but he still seems to be on board.
 
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Speaking of Max and Beasts Fury, they're planning on streaming it after playing smash.
Edit: fuck. Ninja'd hella late. Shoulda refreshed the tab.
 
I just downloaded the demo.
Movement seems super sluggy, you can get insta-kills at seemingly random moments, and all the buttons seem... janky, kinda hard to describe it.

Just... eww.
 
i just messed a little in the training mode, as i said, i wanted to see how someone like me that doesn't understand fighting games that much (but i'm trying to learn), would see the game.

Jumping is strange, you can jump, and after landing go straight into an attack, but you can't jump again, walking is strange, and the guy have a charge motion and a fireball motion in the same direction using the same button, this doesn't seem like a good idea.

The art guys, they while the art is superb, the dog guy looks like he is not looking at the oponent.
 
Movement seems super sluggy, you can get insta-kills at seemingly random moments, and all the buttons seem... janky, kinda hard to describe it.
The trigger for insta-kills changed from "combo enemy for X amount of hits" to "hit guy X amount of times before timer runs out."

As for janky buttons, I agree. I think it feels as though they animated attacks they wanted to see their characters do as opposed to designing attacks that would have a general purpose in a fighting game. There's a distinct lack of anti-airs, or reasons why I should push any other button that isn't special cancel-able. Don's lk/lp feels so slow, but his s.mk feels faster, covers more range, links into itself, and is special cancel-able.

Oh and there's no input buffering. To get an EX special you have to hit both buttons on the EXACT frame.

Jumping is strange, you can jump, and after landing go straight into an attack, but you can't jump again, walking is strange, and the guy have a charge motion and a fireball motion in the same direction using the same button, this doesn't seem like a good idea.
Already mentioned these earlier, but yeah there's forced landing recovery. And Vincent doesn't have a charge motion, it's a back-forward MK motion that I protested from day 1. It overlaps with his f.mp overhead command normal. And now that I think about it, they gave him a rush punch AND a tatsu. Why? Two special moves that function almost the same just so he could combo them by spending meter.
 
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I also mentioned all of the above.

Hopefully they address some of it, they did fix the weird Thresher Thrash teleport thingy I mentioned, so they are at least listening, lets just see what they do.

I reallllly hope the 46 motion is removed but after all this time, I'm starting to think they want it that way. The move itself is pretty much just combo fodder...
 
Don't forget that E Dog doesn't have full control of what to update and when. Hope he gets the stuff updated as it should be, but I get the feeling we should get used to this more...janky setup. Maybe they can tweak or refine it so the slower and more sluggish gameplay actually feels responsive :/

I-I'm just trying to be positive about this at this point D:
 
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tsk... well now that they have both finishers basically done they can now move onto other stuff, right?



RIGHT? ):I
 
Why?! Why spend so much time and effort in such animation? Don't get me wrong, i love animations in general, but those doesn't even fit the battle of the game, and they seem mediocre compared to the sprite work of the game. For me is just waste of time.
 
Probably woulda been better, since they were so adamant about it, to just use the WIP finishers and leave it at that until they actually had the demo done. Saves some time and probably quite a chunk of money.
 
The same concept could have been done non-cinematic, kinda like Beo's lv3
 
tsk... well now that they have both finishers basically done they can now move onto other stuff, right?
Next on the priority list: animated finishers for the remaining 6 characters.
 
Rant coming since I try to keep my posting here to a minimal.

4712270_need-some-motivation-shia-labeouf-screaming_46e5bb05_m.gif

Here is a Shia to set the mood. Almost was tempted to use that Green for Beasts Fury, but lazy.

I don't usually have issues with flashy finishers in itself since I'm a fan of some of the MK Fatalities or anime fighter Instant Kills, but I do when it appears that it has much higher priority to get made then it should especially with what limited budget you have. These kind of things are the last thing you should be doing in the unlikely scenario that you have money remaining to appease the casuals that won't skip it after the first few times.

For example, Skullgirls initially planned to have all their playable characters to have multiple win poses [just like Filia who had three], but time/budget constraints had to scrap it because at the end of the day it's not a very high priority item that wouldn't diminish the actual gameplay if it was scrapped. SG shipped without even a built in move-list simply because they prioritized everything on the gameplay on the limited time/budget they had. They have to make sure their cake was baked before they added any non high priority frosting because that frosting time could have went to refining the cake.

The problem in your case is that your cake is more frosting then cake. You guys don't have anywhere near the NR or even Arc Sys budget so it makes no sense to waste manhours/budget on this frosting when the cake isn't even close to be done yet. There is a reason why SG aesthetic frosting changes happened gradually [Alt color character HUD, Undizzy Bar, Super portraits, KO portraits, Gallery Mode, Health Bar aesthetic tweaks, etc] after higher priority items were finished. Even the taunts which are about as aesthetic as they come was one of the last things to be finished because in the event that Lab 0 had to scrap stuff, taunts wouldn't be a major loss.

Lab 0 planned for shit in advance [Mike even had an online check list awhile back] with public delivered budget breakdowns with constant updates and likely had contingency plans if things went off the original plan [Konami nonsense]. You guys at this point doesn't deliver that impression to any potential backers/investors that you do at all and most likely just winged it just to see how much you can get done with what you have with not much forward planning. Accept it and try to remedy that. Don't try to make excuses, make justifications, or say that you are in fact 'doing it' because if you are then clearly it's not enough and then have to ask yourself 'why is it not enough'? I'm not losing any sleep about this whole situation, but if you care about this product then you definitely should. If the developers don't even care about this then why should any potential investors or even consumers care? Your not a special snowflake in this world. World is tough.

I'm not wasting my time here to try to beat you up about it that a few posters here are pretty much doing at this point with basic empty sarcastic snerks. I just don't ever like watching train-wrecks that could have been avoided and maybe could still be avoided. I'm not being a critic so you could feel bad, but so you can learn from this. You might be able to still salvage this if you take all the good advice that was delivered in this thread and take it to heart.

At this point asking for more money right now when any interested investors are very low wouldn't be the wisest of moves because your likely gonna get minimal money due to your flexible funding and a few months later make another KS where the cycle just repeats. You guys are likely gonna have to bite the bullet and finish the previously promised content on your own without outside investors on the side. Only then when the game is at an acceptable demo state with all the previous promises finished that you might be able to ask for money again from either a publisher or backers without losing further face.

At that point though even if you get the game at a much more complete state, all that is useless if you still can't make a detailed long term plan [that accurately reflects your budget consumption so you don't pull the "welp we ran out of money so please give us more ;) " ] that your committed to accomplish one-step-at a time. If you can do all that and show it [remember action speaks louder then words although some words can go along way if your being too quiet if you ever want to make your own loyal community instead of just borrowing the SH community] then that can go along way in not only restoring investor confidence, but improve the efficiency for your game development which will result into a much more consumer happy inducing product.

Of course this entire comment could just be a waste of 5 min of my entire life that could have been used more constructive especially if the TC in fact did leave this forum because he didn't want to deal with the feedback of all ranges [Mike had to deal with this since the Beta opened and was clearly not liking it, but pushed forward because he was obligated to and took the good and ignored the bad], but I was feeling somewhat charitable this morning since I won some money today so had the motivation to type up this message. Up to you though if you will heed this or not because again I'm not losing any sleep here if Beasts Fury ends up complete or not, but you should literally and metaphorically.
 
Dude left. He will continue to work on an half assed project. End of discussion. What else is there to discuss and why is it that it took this long for someone like me to tell it how it is
 
at this point I don't care. They have the finishers pretty much done... soooooooooo they have no excuse to move on the thing they were supposed to do in the first place.

ACTUALLY FINISHING THE DEMO.


also thanks to slow ass internet I was Ninja'd by 13. How is that even possible, I am the Ninja DAMN IT. It's my job to Ninja other people. >:C
 
Well to be fair you actually did what I was thinking of doing so kudos.
 
Well to be fair you actually did what I was thinking of doing so kudos.
yeah but it was like an hour before you even thought of typing up your mini rant. 150 kb/s internet folks. I just love it.
 
Next on the priority list: animated finishers for the remaining 6 characters.
Might as well just animate and voice the finishers of all 24 characters while they're at it.
 
Kinda sad that the best looking thing in Vincent's Finisher is really Don's spinning animation. Ironically, Vincent's animations look way better in Don's Finisher where he's getting beat up. I guess there's just no way to make Vincent look like an interesting character at this point.
 
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Don doesn't bounce off the ground very well in that finisher.
 
You motherfucker.
 
Well, they released Ver. 10d a few days ago.

Fixes:
- Added sound in Vincent's temp finisher.

man, all those bugs I talked about sure are getting fixed.
 
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OK so from my half hour is of playing first things I noticed:
Vincent does WAY too much damage. Literally and poke confirm etc was about 50% of your life gone from the follow up combo no meter lol.
Landing Frames; The weird part is that if your already holding up from a jump you can't jump right away, but if I jump land then tap say crouch and jump again, I cancel the landing frames. Wtf lol
Adrenaline looks to currently be a wasted feature considering you will never actually land one in a real match due to how fast people die.
Are ultimate finishers suppose to hit anywhere? I discovered a 14 hit combo that will automatically activate Vincents ultimate finisher but it would randomly whiff during combos into it.

P.S IMO Vincents ability to normal --> fireball REPEAT should be scaled because thats how he gets most of his 50% combos from random pokes into a fireball.
 
It's... It's over...

You can sleep now you weird strange animal of the indie fighting game as we quietly take you behind the shed with the shotgun. This is for the best, not only to you but for the fans who you were not really delivering to.

itsover.png

but still you had the gall to slap "flexible funding" onto this indiegogo, so you still managed to take $1,620 from 32 people. I hope you do something with it. anything really. buy those people who gave you that money pizza or some shit.
 
So it is over, after all.
 
I hope you do something with it. anything really. buy those people who gave you that money pizza or some shit.

I would have donated if we actually got pizza.
 
i bet someone will open a new indiegogo for Beastsfury Rebirth- the kickstartening
 
This is what happens when what you release as a demo/preview build is just BAD, honestly.
 
well the reason why the demo was so bad was because the dev team didn't make it into a vertical slice. They were working on 2-3 characters (they were working on the Kangaroo Lady before the dropped her and went with Don) when in realality they should have been only working on 1. and from that 1 character they could test all of the planned game features and see what needed work on so they could iron everything out and make it run smoothly and play nicely. Sorta like what MIKE Z did all the way back in 2010 with SG. The Z Engine alpha of that game only had filia but it had the base features that are still in the game, the combo system, meter, teams/ custom assists, ect.
 
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RIP


And stay dead. This and The Chainsaw Incident would not have contributed anything good to the Indie fighting game scene. Neither of them had any idea what they were doing, I'm glad as fuck they both died. SG for ever.
 
The sad thing is if they just LISTENED TO US, then they might have done something good :/
 
To be fair, listening to randos on the internet is a good way to screw up any project and so is not really advisable.
When all the randos are saying the same thing it might be time to think about what they are saying.
 
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