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This post is off topic.
I took over the animation system from the INCREDIBLE Jason Scanlin (my programming idol because of the way he prepared that system for my use, but he doesn't know that) when he moved on to bigger things. I initially said no, and the only reason I agreed do it was when they told me I also got to make the Jedi. HO-LY CRAP THE JEDI LET'S GOOOOOOOOOOOOOO!
Anyway...I ended up designing the attacks for, and scripting, all the melee Heroes. I worked very closely with three extremely talented animators - I miss you, Juan and Elaina and Amy! We ended up accidentally saving the Wampa, which became the inspiration for Hunt mode. I tried to make sure they all felt different from each other, which was a major problem in SWBF1 even though the Heroes there weren't playable, and I think I did okay. Adding Mace Windu's ground stab almost got me fired. Vader has Hayato's dashing F+Fierce from MvC2, and there are a bunch of other fighting game references in there that I forget...very few people got the DLC :^( but Kit Fisto had the Summers Family Roundhouse and Rikuo's bubble (cuz he's a fish, see..) and Asajj Ventress had Spinning Bird Kick and freakin' LIGHTSABER NUNCHUCKS which we had a hell of a time getting past Lucasarts. Aayla Secura was probably my favorite hero, because the way she moved was just amazing. The simulation for her tentacles was sorta-cloth-simulation code I wrote that got reused in a bunch of other Pandemic games for various things. And I really liked the Acklay, because I thought it was cute.
I also added all the cheat codes, did the mod tools, found and fixed bugs, maintained the level editor (Fusculate!), and did some work on the physics system but nobody cares about any of those. :^P
It was certainly a great introduction to game development, I tell ya what. That whole development team was amazing, most everybody on it was ridiculously talented, it's kinda a shame they didn't bring us back together for SWBF3. Hahahahahaaaa.
Sold 8 million plus copies last I remember, probably more than a thousand people. :^P
I took over the animation system from the INCREDIBLE Jason Scanlin (my programming idol because of the way he prepared that system for my use, but he doesn't know that) when he moved on to bigger things. I initially said no, and the only reason I agreed do it was when they told me I also got to make the Jedi. HO-LY CRAP THE JEDI LET'S GOOOOOOOOOOOOOO!
Anyway...I ended up designing the attacks for, and scripting, all the melee Heroes. I worked very closely with three extremely talented animators - I miss you, Juan and Elaina and Amy! We ended up accidentally saving the Wampa, which became the inspiration for Hunt mode. I tried to make sure they all felt different from each other, which was a major problem in SWBF1 even though the Heroes there weren't playable, and I think I did okay. Adding Mace Windu's ground stab almost got me fired. Vader has Hayato's dashing F+Fierce from MvC2, and there are a bunch of other fighting game references in there that I forget...very few people got the DLC :^( but Kit Fisto had the Summers Family Roundhouse and Rikuo's bubble (cuz he's a fish, see..) and Asajj Ventress had Spinning Bird Kick and freakin' LIGHTSABER NUNCHUCKS which we had a hell of a time getting past Lucasarts. Aayla Secura was probably my favorite hero, because the way she moved was just amazing. The simulation for her tentacles was sorta-cloth-simulation code I wrote that got reused in a bunch of other Pandemic games for various things. And I really liked the Acklay, because I thought it was cute.
I also added all the cheat codes, did the mod tools, found and fixed bugs, maintained the level editor (Fusculate!), and did some work on the physics system but nobody cares about any of those. :^P
It was certainly a great introduction to game development, I tell ya what. That whole development team was amazing, most everybody on it was ridiculously talented, it's kinda a shame they didn't bring us back together for SWBF3. Hahahahahaaaa.
A while after that, I ended up taking a hand-picked team and redoing all the playable characters and Heroes in LotR: Conquest in six months, but we shan't talk about that game. (=.=) Though there are a lot of good fighting game things in it.