As Eliza's development wraps up and Beowulf looms over the horizon, Skullheart's own @Mr. X set out to arrange an interview with Skullgirls Encore lead designer/programmer Mike Zaimont. Replays, character insight, and hints at the future are all discussed in a brief 13 questions. Disclaimer: interviewer was not actually Feng.
Mr. X: From my perspective, Skullgirls Encore is having a pretty great year. The beginning was a bit bumpy and there were some hiccups here and there, but it looks like a net positive so far. At EVO, you revealed that Skullgirls Encore will be coming to the Playstation 4 and Playstation Vita. What was your initial reaction when you found out?
Mike Z: I'm excited because we can do the things that PC can do like not have 8-bit art. I'm terrified because it's a lot of work.
X: I know replays was a pretty high priority for you, something you and Lab Zero games wanted in from the start. Did something happen where you and the team could put more time into this feature?
MZ: I finally finished most of the stuff that was higher on my list. I said I'd eventually get to everything. :^P So now my not-really-free-time can go to replays instead of, say, Entourages or disabling the Home button in Tournament Mode, since those are done.
X: I remember the dev kits had the ability to save replays, what was needed to make this available for consumer copies of the game?
MZ: Nearly everything. The actual recording and saving of replay inputs as files is super easy, as is playing them back without player input. It's the file tracking TRCs (saving to the proper place on consoles, putting up "Your HDD is full" messages etc) and UI for them that's difficult, as well as having player input do OTHER things during replays without affecting combat.
X: When replays are initially added, what features should we expect? Hitbox viewer, attack data, slow-mo?
MZ: All those are pretty easy, just game engine flags, so probably. I kinda don't want to commit to more, since more work...but likely more, at least more that's easy. (Input display! Don't you wanna know your favorite player mashes like there's no tomorrow? :^)
X: Will you be adding more features to replays in updates after its release?
MZ: Oh, I'm sure we will. I doubt they'll have everything I want at first, just like training mode.
X: Would you be willing to share with us what you would like to add next after you finish replays?
MZ: That kinda depends on where in the project we are. Fight request training mode would be nice, as would a "rematch" option in Ranked (with the following matches not counting) but there are promised things like console lobbies to come first.
X: With work on Eliza wrapping up, we've begun to see work on Beowulf and you've put a few frames in game to show off in motion at Salty. Is he past the stage where the team brainstorms his arsenal of moves?
MZ: He's at brainstorm finalization right now, actually. There is a lot of required stuff that can be done for a character without needing to decide their attacks, which is why he's got animations.
X: What are some examples of this required stuff?
MZ: Hitstuns, blockstuns, stand/crouch/walk/jump etc. Things that aren't moves.
X: Is he looking like a character you'll put on your team when entering tournaments?
MZ: OOOOOOOH YEAAAAAAAAAH, he's the other one I was waiting for besides Big Band.
X: Could you tease a little info about him? Something to make the wait even worse.
MZ: He has a throw which is wrestling related and doesn't have an airdash. (=.=)
X: Eliza is nearly complete and looks like she'll be a hit with the fans. A lot of tools, I can see her being pretty versatile regarding team placement, team size and how she'll be used. I know that was the goal but what's your impression with her all put together?
MZ: Eliza's an interesting character, and I'm looking forward to seeing what Sekhmet can really do. She does a ton of damage and people will get hit by j.M->s.H for a while, but I had to err on the side of "let's try to make her not super broken" so I'm curious whether she'll still be enough of a useful tool once people have the matchup knowledge. Of course, Eliza's not without other good tools, but Sekhmet's unique and I hope she turns out to be helpful.
X: Let's talk about the previous DLC characters; People seem to have taken a liking to them, especially Fukua. Did you expect an April Fool's joke to get so much love?
MZ: People like Fukua? Nah, I had no idea WHAT to expect for that. I think she turned out pretty good, especially given what was put into making her.
X: Do you have any thoughts on what you see from the camps for Squigly and Big Band?
MZ: I'm very happy with what I see from Squigly players! She was designed to be way more technical than most characters so when she came out people thought she was awful - as they always do with characters who aren't super obviously powerful from day 1. She can really run with momentum, though, so I'm enjoying watching people play her once they know what's up.
Big Band... well, lots of people just use him for Brass H/Beat Extend assists - and they are pretty amazing assists, don't get me wrong - but there are definitely a few players I've seen that are exploring what he can really do, including solos. With a little more time the rest of 'em will be there as well, I'm sure.
X: Thank you for the interview and taking the time to answer. Any final thoughts, or something you would like share before we part?
MZ: Last thoughts?
Yo PBGC flash, enjoy it.
(Thanks to a-bad-idea for the Feng interviewer!)
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