Thanks guys, I really appreciate this kind of feedback!
I liked that my inputs resulted in the moves I wanted 95% of the time, which is not something I get with all fighters, trust me. So, whatever you're doing on input interpretation is cool, it's working for me.
Good! I've done quite a bit of work on the input system and I'm pretty happy with where it's at now.
Combo timing also seemed fairly relaxed, so my cr.MK > Fireball and some other 3 or 4 hit combos were landing consistently.
Great! Yeah the game is supposed to be pretty offense based with a lot of move options in neutral and cancelling, so having players fight with the input is something I want to avoid and make as easy as possible. Right now that cancel timing is tied to the freeze frame window, so the higher it is the easier it is to cancel. I don't like how easy it is if the freeze frame window is too high, so I'll probably do some work to decouple that into it's own value (10 frames or something /shrug)
This game is obviously very Street Fighter-ish, for lots of reasons. DT's normal-canceling mechanic is basically a simpler, truncated FADC, and while I actually like this much better than the clunky FADC input, it's still just too on-the-nose. This game still needs something that sets it apart from its inspiration.
Yeah the FADC mechanic was something I set out wanting to expand on, and the DTC is very much based on it (used to be the same input as well). I liked the mix up potential that FADC gave characters but thought it was really limiting only being able to dash out of it. Difference with the DTC is that you can do pretty much anything you want after using it (normals, specials, jumps, short hops, dashes, parry). I'm hoping that this difference, having the input be the way it is, and having the game more balanced around that functionality will give it enough to set it apart from SFIV in that respect. I kind of look at it like SFV is trying to go away from that type of gameplay where a hit could go one of three ways (hits, hits and cancels into special, or hits and cancels in to FADC), and I'm trying to expand on it more.
The animations are going to hinder the feel of the play until they're made better. I understand there's plenty to do, but the basic disjointedness of some of the normals and specials made it hard to love, when hitboxes sometimes didn't make sense.
Definitely agreed. These animations were some I contracted out to a guy so that I could get something to work with while building the game, I really don't plan or want to use any of this stuff in an actual product. I'm still looking for a solid animator that I can bring on and give some serious life to it.
give me more options in the menu. I need to set my resolution lower for a better framerate, but I couldn't.
I gotta do some work for that, my UI doesn't scale so well with resolutions that aren't 16 x 9 but I'll put some in today.
I would, however, suggest trying to get some gimmicky mechanics to work in-engine as a test, like a stance cancel or something like Makoto's charge up punches in Blazblue. Not to set it apart, but as a stress test to see if you can get some of the more gimmicky characters out there to work. Don't have to use the examples I posted, just trying to throw out suggestions :D
That's a good idea. I just started switching some of my moves over to charge inputs to test that, but there's still a bunch of types of moves that I haven't tried yet.
Thanks again you guys!