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- Jan 19, 2016
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- Age
- 35
Hello everyone !
I think I'm allowed to talk there about my game ? Not sure lol but I saw some amateur projects. By the way, that Beast Fury topic was funny, they got so much money from all those promisses only to crash into walls.
I didn't want to talk too early in the development, because talking about something that doesn't exist is a bit retarded and too much developers did that and failed afterwards.
So ... I'm doing a fighting game, this is called PRIDE.
Why PRIDE ? Because the pride is omnipresent in fighting, and fighting games. Every character in fighting games has that big ego, taunting, telling or thinking he's always the best.
And it's the same for fighting game players. All that salt, all those stories, they were born from players' pride "colliding".
So ...
Let's start with the game creation workflow :
You might ask yourself (or you might not care at all of course) how I could make a fighting game alone, since there are so much animations to do, and that's the part where everybody fails to deliver their project.
That's because I am using pre rendered 3D and motion capture.
- First, I create my character on Zbrush (naked modeling), Marvelous Designer (cloth) and Cinema4D (shading, rigging).
- Then, when it's rigged, I'm calling my mate Karnage, which is a great martial artist, having done mutiple kung fu trips to malaysia and stuff.
- Then, we setup a Perception Neuron session. We are recording in a boxing room, which is kindly borrowed to us every saturday night in my city's gym. The sandbags, tatami, boxing ring and mirrors help us a lot, as he can adjust himself, I also can watch what's happening, if the animation is too rigid, too realistic, because I'm looking for a semicartoon (cartoon for the impact/tension feels, but realistic in the fighting styles, a jab has to be a boxing jab not a random bitch slap)
- After that, I clean the motion capture, apply it to the 3D model and clean the curves.
- When everything is cool, I simulate the hair and cloth as it's impossible to have that realtime. Then I export the 30-60 renders as frame, and pickup the ones that fit the closest to fighting game keyframes (which have that ... geometric, straight feel when looking to)
You can see the results if you scroll down.
The TEAM :
The team is really small, but everyone's a ronin mercenary. Actually, I'm almost doing everything, and taking some freelancers to make the work I can't learn to do (because it's too long or to complex)
- Shaman (me) (France) : I'm doing all the gamedesign, programming, art, 3D modeling, animation, sound effect design and communication lol
- Karnage (France) : my martial artist mate. He knows a lot of fighting styles, is a complete fighting maniac, and so helps designing every move so they have a reality. He determined each character's fighting style suiting to their personality. I usually tell him "ok for this guy, his high kick must have a big hitbox straight in front of him", and then, he answers "ok what do you think of that ... big front boxing kick, braa". And it's usually perfect. He's the one being recorded for the 3D animations.
- Yoni Collier (UK) : this man is the game composer. We are working a lot together, he's playing a bit of guitar, keys, and mainly composes. He did the musics. For the tracks needing big guitar shred and stuff, we called his friend Chris.
- Chris (UK) : Chris is a UK jazz guitarist. He's touring a lot across the world. To have solos on the character tracks, we needed him. So I took a flight to Yoni's place in October, and we had Chris come one saturday and do all the guitar parts on every track that needed it. After that Yoni cleaned the parts and integrated it to the tracks.
- Boonpeang Brown (Thailand) : he's the Sagat of the group. Boonpeang is programming the netplay - The matchmaking aspect, static with php and sql queries, and the ingame netplay, that will include a very light offline input delay (probably 3F) on everything and rollbacks, to hide the lag.
- Saori Goda & Yoshi Amao (Japan - America) : those guys are dubbing the game. They are japanese actors and voice actors, expats in New York, and members of a samurai show troop. Yoshi Amao is also animating some random japanese shows, where people get covered in water and everything has flashy colors.
Then a brief synopsis :
It's a kind of X-Men thing. Once in the past, there was a war opposing some humans that have superpowers, and some that didn't but mastered technology. The humans that weren't 'godgiven' won that war, killed almost every men, jailed some other men in an underwater sealed prison, and exiled the remaining people in a distant continent.
After that, a man, which had a great power, managed to flee from the submarine prison to the continent, and led the second war to gain back power on the technology people. After that, new generations of mixed people lived and died in that world.
Okay let's not be boring, nobody cares about fighting game stories. It's either too basic and stupid to really take seriously, or too complicated for a fighting game !
The Gameplay :
I'm a KOF player. This game is going to be greatly KOF13 inspired. There will be :
- It's 1vs1, but you have 3 lifebars one on top of the other, meaning when you get K.Oed the other guy keeps his life advantage.
- Kof movement options (hop/jump, normal/super jump if down or dash is detected before the jump, running, rolls, backdash)
- When getting knocked down, a special "drift on ground" animation will be available instead of the kof tech-roll, by holding "forward". This animation will be special cancelable (think, knocked down, drift, reflex dp), but the weak spot is that you can get grabbed off it, and you have to hold forward, which means the guy can do an ambiguous crossup, harder to block because you are on the forward position on the stick.
- The Stock gauge to use EX moves, supers, level 2 supers, guard cancel roll and attack
The main difference with KOF13 will be that :
- The drive gauge is called Overdrive (BIG CHANGE)
- The drive gauge is used to make a drive cancel, but after using one drive cancel, that gauge turns off until the end of the combo, it keeps charging but you can't put another cancel.
- When the gauge is full, you can activate your overdrive mode. Instead of KOF which has Hyperdrive, allowing to do repeated drive cancels, giving this gauge a damage purpose only, overdrive is character dependant. You usually can cancel a normal move into the mode activation, but after that, either your overdrive gives access to something to combo (some characters can by using it cleverly), or it's over. Every transformation is powerful, and I'm trying to create a meta where you might prefer to keep your overdrive to transform when your character activates.
Let's now talk about the characters and throw some of the videos.
KARTAJ
Sprite animations :
(The first animation is doubled in size, it's the size used for the pre fight intros. And it has too much frames. Second one is actual gameplay sprite)
Kartaj's main powers are water.
Kartaj died once in the game prequel, he met a demon in the underworld which made a pact with him. That pact allowed him to instantly revive from his death, and he gained the double edged ability to use the demon's energy in exchange for giving a small part of his soul to the demon each time he would do that.
But the soul never regenerates. The more he uses the demon's powers, the more he vanishes from the living world, and the more the demon itself reincarnates in his body. Upon using the whole soul, the user eventually disappears and the demon reincarnates in his body.
Kartaj has 2 forms :
- In normal forms, he doesn't have EX moves, but instead demon-empowered versions of his special moves (quicker, more hits, invincible, some teleports on some hits, juggle etc). Those super special moves consume the lifebar on startup, as a Focus (it's consuming, but if you don't get hit it comes back very slowly). Visually, those move replace every water he's using by blood and make some nasty fishbones appear and break on impact.
- If he does qcb,qcb+K and for 1 stock, he can switch into a demon-fueled form of himself. In this form, his basic special moves are the demon empowered ones, and he can now use EX demon moves for one stock, which are even more cheated. In exchange, he has a 30% more damage taken penalty so he is in paper.
Kartaj's Overdrive mode :
BUBBLE SHIELD - Kartaj's overdrive activates a shield around him. The overdrive bar goes down very slowly, but :
- If he takes damage, he doesn't lose life but instead the overdrive bar lowers.
- He can burst in "non ranbu moves", by pressing C+D in the middle of a combo. That will end the overdrive, make the bubble burst, and do some damage to the opponent, depending how much the bar is filled when bursting. Bursting when there's one pixel left in the bar does almost no damage but still it's a burst so it's useful.
- When he's in normal form, and uses a demon move, the life is removed from the overdrive bar. He can make his own shield explode and do one more juggle hit by doing the right combo and finishing the shield with a demon move.
Kartaj's soundtrack changes when you swap from normal to demon. Both tracks have the same bassline and drumline so it can crossfade without going to back to the beginning.
Normal track
https://soundcloud.com/xavier-le-ba...n=xavier-le-baron-1/sets/pride-musics/s-lQuZN
Demon track
https://soundcloud.com/xavier-le-ba...n=xavier-le-baron-1/sets/pride-musics/s-lQuZN
RED
Sprite animations :
I'll tell more about Red soon !
Ingame footage :
So ... At the moment, I'm working on more normal moves and the hitstun/juggle states. I have to make the animations before coding too much (I prefer to make everything at once, instead of doing too much anim/code which I find unbalanced. I can do animations quickly so I like to have it done)
This shows the demon transformation FX. It lacks some anims on the Kartaj sprite.
(more videos if you scroll down)
I'll use that topic as a devblog, since I want to open the game website when there will be a demo.
Plan :
To create a demo with one stage, (the one in the videos), 2 characters, and the online mode.
With that, I'll open the game website, do a lot of com then create a Kickstarter campaign.
I think I'm allowed to talk there about my game ? Not sure lol but I saw some amateur projects. By the way, that Beast Fury topic was funny, they got so much money from all those promisses only to crash into walls.
I didn't want to talk too early in the development, because talking about something that doesn't exist is a bit retarded and too much developers did that and failed afterwards.
So ... I'm doing a fighting game, this is called PRIDE.
Why PRIDE ? Because the pride is omnipresent in fighting, and fighting games. Every character in fighting games has that big ego, taunting, telling or thinking he's always the best.
And it's the same for fighting game players. All that salt, all those stories, they were born from players' pride "colliding".
So ...
Let's start with the game creation workflow :
You might ask yourself (or you might not care at all of course) how I could make a fighting game alone, since there are so much animations to do, and that's the part where everybody fails to deliver their project.
That's because I am using pre rendered 3D and motion capture.
- First, I create my character on Zbrush (naked modeling), Marvelous Designer (cloth) and Cinema4D (shading, rigging).
- Then, when it's rigged, I'm calling my mate Karnage, which is a great martial artist, having done mutiple kung fu trips to malaysia and stuff.
- Then, we setup a Perception Neuron session. We are recording in a boxing room, which is kindly borrowed to us every saturday night in my city's gym. The sandbags, tatami, boxing ring and mirrors help us a lot, as he can adjust himself, I also can watch what's happening, if the animation is too rigid, too realistic, because I'm looking for a semicartoon (cartoon for the impact/tension feels, but realistic in the fighting styles, a jab has to be a boxing jab not a random bitch slap)
- After that, I clean the motion capture, apply it to the 3D model and clean the curves.
- When everything is cool, I simulate the hair and cloth as it's impossible to have that realtime. Then I export the 30-60 renders as frame, and pickup the ones that fit the closest to fighting game keyframes (which have that ... geometric, straight feel when looking to)
You can see the results if you scroll down.
The TEAM :
The team is really small, but everyone's a ronin mercenary. Actually, I'm almost doing everything, and taking some freelancers to make the work I can't learn to do (because it's too long or to complex)
- Shaman (me) (France) : I'm doing all the gamedesign, programming, art, 3D modeling, animation, sound effect design and communication lol
- Karnage (France) : my martial artist mate. He knows a lot of fighting styles, is a complete fighting maniac, and so helps designing every move so they have a reality. He determined each character's fighting style suiting to their personality. I usually tell him "ok for this guy, his high kick must have a big hitbox straight in front of him", and then, he answers "ok what do you think of that ... big front boxing kick, braa". And it's usually perfect. He's the one being recorded for the 3D animations.
- Yoni Collier (UK) : this man is the game composer. We are working a lot together, he's playing a bit of guitar, keys, and mainly composes. He did the musics. For the tracks needing big guitar shred and stuff, we called his friend Chris.
- Chris (UK) : Chris is a UK jazz guitarist. He's touring a lot across the world. To have solos on the character tracks, we needed him. So I took a flight to Yoni's place in October, and we had Chris come one saturday and do all the guitar parts on every track that needed it. After that Yoni cleaned the parts and integrated it to the tracks.
- Boonpeang Brown (Thailand) : he's the Sagat of the group. Boonpeang is programming the netplay - The matchmaking aspect, static with php and sql queries, and the ingame netplay, that will include a very light offline input delay (probably 3F) on everything and rollbacks, to hide the lag.
- Saori Goda & Yoshi Amao (Japan - America) : those guys are dubbing the game. They are japanese actors and voice actors, expats in New York, and members of a samurai show troop. Yoshi Amao is also animating some random japanese shows, where people get covered in water and everything has flashy colors.
Then a brief synopsis :
It's a kind of X-Men thing. Once in the past, there was a war opposing some humans that have superpowers, and some that didn't but mastered technology. The humans that weren't 'godgiven' won that war, killed almost every men, jailed some other men in an underwater sealed prison, and exiled the remaining people in a distant continent.
After that, a man, which had a great power, managed to flee from the submarine prison to the continent, and led the second war to gain back power on the technology people. After that, new generations of mixed people lived and died in that world.
Okay let's not be boring, nobody cares about fighting game stories. It's either too basic and stupid to really take seriously, or too complicated for a fighting game !
The Gameplay :
I'm a KOF player. This game is going to be greatly KOF13 inspired. There will be :
- It's 1vs1, but you have 3 lifebars one on top of the other, meaning when you get K.Oed the other guy keeps his life advantage.
- Kof movement options (hop/jump, normal/super jump if down or dash is detected before the jump, running, rolls, backdash)
- When getting knocked down, a special "drift on ground" animation will be available instead of the kof tech-roll, by holding "forward". This animation will be special cancelable (think, knocked down, drift, reflex dp), but the weak spot is that you can get grabbed off it, and you have to hold forward, which means the guy can do an ambiguous crossup, harder to block because you are on the forward position on the stick.
- The Stock gauge to use EX moves, supers, level 2 supers, guard cancel roll and attack
The main difference with KOF13 will be that :
- The drive gauge is called Overdrive (BIG CHANGE)
- The drive gauge is used to make a drive cancel, but after using one drive cancel, that gauge turns off until the end of the combo, it keeps charging but you can't put another cancel.
- When the gauge is full, you can activate your overdrive mode. Instead of KOF which has Hyperdrive, allowing to do repeated drive cancels, giving this gauge a damage purpose only, overdrive is character dependant. You usually can cancel a normal move into the mode activation, but after that, either your overdrive gives access to something to combo (some characters can by using it cleverly), or it's over. Every transformation is powerful, and I'm trying to create a meta where you might prefer to keep your overdrive to transform when your character activates.
Let's now talk about the characters and throw some of the videos.
KARTAJ
Sprite animations :
Kartaj's main powers are water.
Kartaj died once in the game prequel, he met a demon in the underworld which made a pact with him. That pact allowed him to instantly revive from his death, and he gained the double edged ability to use the demon's energy in exchange for giving a small part of his soul to the demon each time he would do that.
But the soul never regenerates. The more he uses the demon's powers, the more he vanishes from the living world, and the more the demon itself reincarnates in his body. Upon using the whole soul, the user eventually disappears and the demon reincarnates in his body.
Kartaj has 2 forms :
- In normal forms, he doesn't have EX moves, but instead demon-empowered versions of his special moves (quicker, more hits, invincible, some teleports on some hits, juggle etc). Those super special moves consume the lifebar on startup, as a Focus (it's consuming, but if you don't get hit it comes back very slowly). Visually, those move replace every water he's using by blood and make some nasty fishbones appear and break on impact.
- If he does qcb,qcb+K and for 1 stock, he can switch into a demon-fueled form of himself. In this form, his basic special moves are the demon empowered ones, and he can now use EX demon moves for one stock, which are even more cheated. In exchange, he has a 30% more damage taken penalty so he is in paper.
Kartaj's Overdrive mode :
BUBBLE SHIELD - Kartaj's overdrive activates a shield around him. The overdrive bar goes down very slowly, but :
- If he takes damage, he doesn't lose life but instead the overdrive bar lowers.
- He can burst in "non ranbu moves", by pressing C+D in the middle of a combo. That will end the overdrive, make the bubble burst, and do some damage to the opponent, depending how much the bar is filled when bursting. Bursting when there's one pixel left in the bar does almost no damage but still it's a burst so it's useful.
- When he's in normal form, and uses a demon move, the life is removed from the overdrive bar. He can make his own shield explode and do one more juggle hit by doing the right combo and finishing the shield with a demon move.
Kartaj's soundtrack changes when you swap from normal to demon. Both tracks have the same bassline and drumline so it can crossfade without going to back to the beginning.
Normal track
https://soundcloud.com/xavier-le-ba...n=xavier-le-baron-1/sets/pride-musics/s-lQuZN
Demon track
https://soundcloud.com/xavier-le-ba...n=xavier-le-baron-1/sets/pride-musics/s-lQuZN
RED
Sprite animations :
I'll tell more about Red soon !
Ingame footage :
So ... At the moment, I'm working on more normal moves and the hitstun/juggle states. I have to make the animations before coding too much (I prefer to make everything at once, instead of doing too much anim/code which I find unbalanced. I can do animations quickly so I like to have it done)
(more videos if you scroll down)
I'll use that topic as a devblog, since I want to open the game website when there will be a demo.
Plan :
To create a demo with one stage, (the one in the videos), 2 characters, and the online mode.
With that, I'll open the game website, do a lot of com then create a Kickstarter campaign.
Last edited: