Category Archives: Engine

New Year, New Animations!

We’ve been silent for a while with the holidays coming along. Now we’ve entered 2015, and we’d like to celebrate that with a brand new update!

Bob Sagat has been hard at work drawing new animations for Julia. No longer does Julia stand statically during her idle animation, she now lives and breathes!

Besides that Julia now has a fully animated super fireball animation. Also her regular projectile has been redrawn.

Finally Julia now has a set of crouching hitstun animations. She needs only one more crouching animation and then all of those are finished.

Below is a video (@60fps in Chrome!) with all the brand new animations!

Ushah Development

Now that Julia is mostly finished, we’ve started development on Ushah. We had already decided on most of his moveset set, had created some artwork and had written down a rudimentary background story, but now we have truly commenced to give him form both visually and gameplay-wise.

In terms of appearance the biggest obstacle we have to tackle is the mechanical arm. We have to figure out the shape of the arm, the position of the moving parts and how to convert it into a proper scale for the sprites. Here is a small part of the recent concept art.

One of the earlier development sketches of Ushah’s arm that Bob Sagat has created.

The design of the mechanical arm has gone through some revisions and developments. This more solid armor-like version of the arm, is the direction we are moving towards at the moment. The ‘wrist’ portion widens outwards like a cannon muzzle. The steam gun in Ushah’s arm can release its steam shot around the hand this way.

A study of the new arm design in motion. It looks solid from different angles.

We’ve started to make a mock-up version of Ushah. Right now it is just his standing and crouching moves, with the framedata implemented as originally designed. This way we are able to quickly see what feels off, what should be adjusted and how. We’ve made a compilation of some of his moves and move properties in the video below.

The first clip shows: cr.LK xx cr.LP xx st.LK, Julia tries to retaliate with st.HP, but Ushah presses his st.HP, and the armor on hit st.HP blocks Julia’s attack and hits her.

The next clip shows: cr.LP, cr.HP, a basic link combo, followed by cr.LK, cr.HK, showing that Ushah’s cr.HK knocks down on hit.

We are exploring some unique super mechanics for Ushah. As a grappler, Ushah tries to limit his opponent’s movement to get in and grab them. His super lays down screens of steam with his mechanical arm/steam gun. This steam will impede the movement speed of the opponent, making it easier for Ushah to get in close and really hurt his opponent.

We’d like to put a call out for any concept artists that would be interested in helping along with Shattered. Some of the characters are already fairly fleshed out, other characters still have a long way to go.

Many fighting games have rather typical anime-look. We really want to distinguish the look and feel of Shattered by giving it more of along the lines of American and European comic book style, rather than the Japanese look so many fighting games have.

Do you think your artwork would fit the style we’re aiming for and are you looking for a chance to help along with the development of the game, please contact us at djono [at] team18k.com.

The development of Shattered is currently purely a labour of love, and all development is done in our free time, extra help would be really appreciated.

Pre-RFD updates #3

RFD is coming ever closer, and once again we’ve added a couple more changes to the game that are highly noticeable.

The first change is one we alluded to in the previous post already. Not only do we have a new and fully animated throw, now Julia can also throw the opponent in forward and backward.

Several testers expressed the desire to have some sound in the game. Attacks now make sounds on whiff, on hit and on block, as you can hear in the showcase video we’ve included below. None of the team are experts when it comes to audio, so these initial sound effects are only temporary. Nevertheless, we feel that it certainly makes the game feel more complete, even in this early stage.

Having sound allows for easier reactions (one’s reactions on sound cues is significantly faster than that of visual cues), and overall just gives a lot more impact to hits.

Another feature we’ve implemented that we really wanted to be in before RFD, is the combo counter. Although figuring out what combos and what doesn’t, is quite intuitive with Julia, having the game actually tell you what combos and what doesn’t helps tremendously with any game you first pick up, so we’re very happy to have it in.

Player 1 and Player 2 have had the exact same colors for a very long time now. And while for showcasing some new features, or just practicing combos, this is hardly ever confusing, it certainly can get confusing in the heat of battle. We have now implemented a new color palette for Player 2 Julia, so that now you’ll know exactly who is who when playing! If by any chance you have a variation of colorblindness that still makes the two Julias hard to distinguish please let us know, we’re more than willing to tweak the colors.

Pre-RFD updates #2

We’re a few weeks along, and Red Fight District III is coming ever closer. We once again have a batch of changes to share with you!

One of the major complaints by alpha testers was our mockup grab, which consisted of mockup sprites and the inability to throw your opponent forwards, which made it useless when applying pressure on a cornered opponent, as it would throw the opponent out of the corner.

One of these problems has now been resolved! We now have a fully sprited version of the throw animation, and we are hard at work to implement the ability to throw your opponent forward.

The previous blog showed you our newly added superstop, and while this was a nice start, the pause without any effects was a bit awkward. The screen now becomes dark for the duration of the superstop, and a quick screen shake effect take place. This is however not apparent on youtube, as it cuts half the frames of animation (and thus, the shaking frames).

Of course, these superstop effects are still not final, but the superstop should be easier to read visually now.

We’ve lengthened the stage vertically and added vertical panning to the game. Vertical moves such as uppercuts will now be followed by the camera, adding an extra bit of visual oomph.

Attentive readers might notice we’ve changed the properties of the Hard punch dragon punch a bit.

Finally, we encountered this funny ‘little’ bug a few weeks ago. Why did we wait before showing it to you? We wanted to kill it dead, so you could not recreate it at RFD. Enjoy.

Pre-RFD updates

As Red Fight District is approaching, we are doing our best to polish up the game to a state that we find worthy for a tournament.

Originally, we wanted to get a playable version of Ushah ready for the tournament, sadly we’ve had to move our Ushah milestone back a little. As much as we love Julia, even we crave to see new fighters enter the fray, but alas, not now. We had to choose between implementing a character that would only be half done (if we would even get that far) or improving and polishing what we already have. We have chosen for the latter.

A big change in terms of usability is the change to our HUD. While this is still a mockup HUD, the positioning of the bars is different and we feel that this conveys relevant information more clearly. The shatter bar has been moved underneath the health bar, this means that all the ‘life status bars’ are immediately visible at the top of the screen.

Shattered now also has some basic blockflashes for extra visual feedback.

Another bit of visual fidelity improvement, is the implementation of post-KO hits. Before, if for example the first hit of Julia’s flying kicks would KO the opponent, the following hits would simply whiff, now they will hit the poor opponent’s bruised body!

Phoenix has been hard at work tweaking the input interpreter. It should be less easy to accidentally get super fireballs, and getting a dragonpunch motion to come out is a little less strict.

And finally, the game now has superstop now! Right now it’s functioning mechanically but no visual effects have been added to the superstop, this is obviously something we hope to work on in the coming weeks.

We will continue improving the game and are very much looking forward to showing our game at Red Fight District. If you are interested in participating you should hurry up, as there are only 2 out of 16 slots left!

http://www.redfightdistrict.com/

Engine updates

Lately we’ve been making great progress on the engine side of the game. While much of the system was already more or less functioning, We are now polishing up some parts of the  engine to make it work exactly as intended.

A fairly big update which -to the player- is very difficult to see, but removes a lot of headaches on the programming and scripting side, is a reworked velocity system. Control over gravity and acceleration is now less hacky, and allows us to experiment with some new things. Right now, the knockback of attacks is plotted out manually frame-by-frame. We are now experimenting to see if a formula-based knockback would give the desired effect.

More obvious system updates are the changes to crossups and the way the shatter system works. Originally, when you hit your opponent with a crossup, the opponent would move away from you, making it very difficult to combo off a crossup. Normally in fighting games, although there are exceptions, the opponent moves towards you when you do a crossup, allowing at least as many, and sometimes more combos than when hitting a normal jump attack. In Shattered, the crossups now work as expected. The video below first showcases  how the crossups used to work, and shows that comboing off it is difficult, after that it showcases the new crossup mechanics, and the same followup comboing this time around.

We’ve also made changes to the shatter system. We originally envisioned for a shattered opponent to be able to be hit with one more move before he is knocked down. For a long time, however, a shattered opponent would only take one hit before being knocked down, which in the case of moves that do multiple hits would not give the desired effect.

In the first part of the video below, you will see that the flying kicks and dragon punch, which normally hit three and two times respectively, only hit once on a shattered opponent. In the second part you can see that the opponent is hit by all hits of these moves before being knocked down.