We'll have redraws for all characters, it's like that for throws and all kinds of character specific moves.
There's some of that and some specific redrawn stuff.
Are throw reactions specific animations? Are there a lot of them?
Depending on how they do throws, it might be. If they do lots of custom throw animations then it might easily be comparable, though that isn't a good idea.
Well then you might as well get the example right. :^P
Yeah I've pushed making reusable throw animations but not hard enough, we do have specifics ones and I know it's not a good idea for the long run. A part of the throw that I think need some somewhat specific animation is the "grabbed" part for each character, still need to make a reusable generic system (that still looks good) though. I'll certainly require a reworking on that end if/when we go full productions beyond our demo. For now we're stuck with some erroneous design choices.
Not yet no, it's coming. Blue energy in his case
Version 10a will have reworked juggle values for Don (and vincent). I still need to rework the juggle mechanics a bit, we're not getting consistent results and I know why, just need to spend the time to fix it.
It's already one, can you clarify why you say that?
There's no difference except that one is a finished game and ours is a work in progress with the wrong hit box right now :)
Right now the hit box grabs higher so it doesn't link well with combos. It'll be fixed in an upcoming version. Right now we're finishing Don's move set.
"Beast's Fury's main selling point is the idea of 'progressive dynamism', or an evolution of the mechanics of the game as you play. Traditional fighting games have a set curve in that the game is static in how it plays in order to retain a fundamentally solid game. Though retaining the idea of fundamentals, we implemented systems in order to make it so characters grow stronger the longer the game lasts. This not only makes the game visually appealing to look at but causes a change in how players approach the end game."
If they are truly doing unique throw animations and animated finishers for each character vs each character, they will be forced to far exceed SG's number of frames per character just through specialized animations. Though you won't see the vast majority of those frames in a given match.
wait, this was brought up earlier, but I was confused by the meaning, I was thinking you meant this in regards to things like Cerebella's Excelbella, for which each character has a unique (at least I assume so, I've been consistently wrong before) single frame of animation for getting grabbed by.
They've had a number of other crowdfunding done in the past. Well, only one was successful iirc, but it was just to get the demo out. They've got quite a nice budget iirc, so this Crowd Funding's point is either to squeeze the fans for all they go, or they blew it all on Don's finish and stupid Busts you can get as a tier reward :/
A custom pad would be cool. Seems like more people would use those instead of the sticks. With a pad you could at least use it in pretty much any other game.and they seriously need to stop offering sticks as reward tiers. They were offering them the last Kickstarter, and for a tier $400 lower than what they are currently charging. To my understanding, the general audience that is most excited for the game isn't the hardcore audience that would even look at playing any video game with a fightstick.
The idea of making your own character with their own custom moves sounds really cool. Although some of the features they added like voice controls seems very odd.They give a feeling that they want to be that hot, new edgy fighting game, but end up sounding kinda like these guys: https://www.kickstarter.com/projects/1741122202/voice-of-steel/description
you do??! That has me a little worried. Your stuff is good man I would happily pay you to do animations and not for free come on.