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- Jun 18, 2014
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- sta willpower
Hey there! My name's Will and I've been building a fighting game engine for almost 2 years now. The plan is to make an actual game with it eventually, but until I get a solid art team cranking on design I've been focusing on everything that I can do myself.
You can check out my devblog at http://www.dt-engine.com/
I wanted to wait on posting in this forum until I had a playable build to give out, it's still pretty wonky as far as UX goes but I really want to get some people's hands on it since it's been so long.
Recent video:
Latest build (03/25/2016):
http://dt-engine.com/?p=304
– Bunch of bugs with versus mode still (KO, meter, health) so I recommend just hitting training mode.
– You can edit your key bindings in the input options. If your controller isn’t recognized at the beginning, navigate to the input options and please report the name of your controller in the device list (I need to add ones that aren’t recognized)
Movelist:
– 6 attack buttons (SF style)
– Lots of command normals
– Light Fireball, QCF LP
– Medium Fireball, QCF MP
– Hard Fireball, QCF HP
– Fake Fireball, QCF LK, can cancel into normals
– Somersault Kicks, QCF MK. Has three followups on collision:
* Double Low Kicks, QCF LK
* Double Drop Kicks, QCF MK
* Double Up Kicks, QCF HK
– Corkscrew Kicks, QCF HK
– Double Palm, QCB LP
– Spin Chop, QCB MP
– Double Upper, QCB HP. Has one followup on collision:
* Double Smash, QCF HP
– Light Dragon Punch, SRK LP
– Medium Dragon Punch, SRK MP
– Hard Dragon Punch, SRK HP
– Light Spin Kicks, QCB LK
– Medium Spin Kicks, QCB MK
– Hard Spin Kicks, QCB HK
– Jumping Light Fireball, QCF LP (in air)
– Jumping Medium Fireball, QCF MP (in air)
– Jumping Hard Fireball, QCF HP (in air)
– Light Divekick, Down + Forward + LK (in air)
– Medium Divekick, Down + Forward + MK (in air)
– Hard Divekick, Down + Forward + HK (in air)
- Double Tap Cancel, press the same button of the move you want to cancel (DoubleTap!) on collision
– Parry, MP + MK in neutral, almost exactly like Ryu’s in SFV (I had it first I swear!) but better frame advantage
Right now it looks a lot like SFIV (this will not be the case when I start cranking on actual design).
Please give me any feedback you've got, especially in regards to gameplay!
Thanks you guys.
You can check out my devblog at http://www.dt-engine.com/
I wanted to wait on posting in this forum until I had a playable build to give out, it's still pretty wonky as far as UX goes but I really want to get some people's hands on it since it's been so long.
Recent video:
Latest build (03/25/2016):
http://dt-engine.com/?p=304
– Bunch of bugs with versus mode still (KO, meter, health) so I recommend just hitting training mode.
– You can edit your key bindings in the input options. If your controller isn’t recognized at the beginning, navigate to the input options and please report the name of your controller in the device list (I need to add ones that aren’t recognized)
Movelist:
– 6 attack buttons (SF style)
– Lots of command normals
– Light Fireball, QCF LP
– Medium Fireball, QCF MP
– Hard Fireball, QCF HP
– Fake Fireball, QCF LK, can cancel into normals
– Somersault Kicks, QCF MK. Has three followups on collision:
* Double Low Kicks, QCF LK
* Double Drop Kicks, QCF MK
* Double Up Kicks, QCF HK
– Corkscrew Kicks, QCF HK
– Double Palm, QCB LP
– Spin Chop, QCB MP
– Double Upper, QCB HP. Has one followup on collision:
* Double Smash, QCF HP
– Light Dragon Punch, SRK LP
– Medium Dragon Punch, SRK MP
– Hard Dragon Punch, SRK HP
– Light Spin Kicks, QCB LK
– Medium Spin Kicks, QCB MK
– Hard Spin Kicks, QCB HK
– Jumping Light Fireball, QCF LP (in air)
– Jumping Medium Fireball, QCF MP (in air)
– Jumping Hard Fireball, QCF HP (in air)
– Light Divekick, Down + Forward + LK (in air)
– Medium Divekick, Down + Forward + MK (in air)
– Hard Divekick, Down + Forward + HK (in air)
- Double Tap Cancel, press the same button of the move you want to cancel (DoubleTap!) on collision
– Parry, MP + MK in neutral, almost exactly like Ryu’s in SFV (I had it first I swear!) but better frame advantage
Right now it looks a lot like SFIV (this will not be the case when I start cranking on actual design).
Please give me any feedback you've got, especially in regards to gameplay!
Thanks you guys.
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