Radical Larry
Smash Lord
- Joined
- Mar 19, 2014
- Messages
- 1,994
- Location
- The Pocket Dimension
- NNID
- Crimson-Vulcan
- 3DS FC
- 1822-3761-9326
Well, I know without some sufficient work provided as of yet, this may be locked until I provide some effort and work into this, but until then, I might as well just tell you all, for now, about a new concept for a game using an advanced version of the Super Smash Bros. coding. This game is known as Chronocide, and I will give an in-depth explanation on to what it is, how it will work, what I want to achieve from it and what I want to market it to. Let's begin.
Team: Currently 1 Member
Radical Larry (Digital Graphics Artist, Character Design, Menu and Stage Design, Game Director)
"End Statement" (Not really)
Now otherwise, I'd have something more to say, but seeing as this is all in its concept and baby stages, I still have quite a lot to brainstorm in the coming days, and a lot of potential things to show. I know as of now I do not show anything, but rest assured that I am going to be posting things such as character portraits for the first four to six characters that I will announce, as well as some sketches for stages, items and even the true concepts.
Once I get everything brainstormed and everything sorted out, I will hope to update with more info and more everything.
Now I have to ask, may you all suggest any engines and coding tools, as well as finding any coding options that may help in getting the game jump-started. If anyone has any .txt files of Project M's coding, as well as any engine and coding tools they would recommend, I would certainly appreciate it all. I'd also like to know...
Is there anyone at all who would like to join this development for a new concept?
I would need someone who can:
-Perform coding tasks as high level as Super Smash Bros. coding. (at least 3 to 15 people)
-Create a magnificent soundtrack. (at least 3 to 8 people)
-Voice act. (Definitely needs around 20)
-Create background images for the stages, which can be 2D or 3D backgrounds. (at least 5 people)
-Give potential moveset ideas and other ideas. (at least 3 people)
-Create special effects. (at least 4 people)
-Market the game, as well as its betas. (at least 7 people)
Beta tests will be performed when significant progress has been done to the concept, if at all.
I will keep you all updated, alright?
I'M KEEPING YOU UPDATED AS TIME PASSES, MY FRIENDS!
Team: Currently 1 Member
Radical Larry (Digital Graphics Artist, Character Design, Menu and Stage Design, Game Director)
First off, the basic description of Chronocide is that it is a fighting game akin to the Super Smash Bros. franchise in terms of coding, but Chronocide, unlike many popular fan games inspired by Super Smash Bros., has one very unique niche to it; Chronocide is going to be a game that has completely custom, 100% hand-drawn character sprites of all of its characters!
This sounds rather exciting, right? Well, this is because it is true, I am a digital graphics artist who has the tools necessary to create such stellar-looking imagery and has the skills necessary to make such a task able to be accomplished, with no money to really waste at all doing this whatsoever. Chronocide is a very unique title that will incorporate hand-drawn characters, stages, items and backgrounds; no pre-rendered images, no sprites, just pure and utter art.
This sounds rather exciting, right? Well, this is because it is true, I am a digital graphics artist who has the tools necessary to create such stellar-looking imagery and has the skills necessary to make such a task able to be accomplished, with no money to really waste at all doing this whatsoever. Chronocide is a very unique title that will incorporate hand-drawn characters, stages, items and backgrounds; no pre-rendered images, no sprites, just pure and utter art.
So I've been considering just what kind of engine that I could make this game on and what engine would fit best with the coding that I want to put in it, and so far Game Maker Studio is the best suggestion that I have received and thus I might lean toward it. However, should there be a better game engine that can be potentially useful, then surely I will let my soon-to-be team use it.
As for the controller setup, I've been considering utilizing controls via the Standard English Keyboard and also the utilization of something akin to what the Super Smash Bros. Crusade Developers are doing, or even a Joy2Key program within the game itself. For the Keyboard, it is the same exact setup as the game Super Smash Flash 2, and that will be the default setup.
The setup can and will be customized, as it will be a planned feature for the game.
The setup can and will be customized, as it will be a planned feature for the game.
The character roster will become rather expansive within this game, but though it's not as much as the games Super Smash Bros. for Wii U and Super Smash Bros. Brawl, it will hopefully have the same amount of playable characters as Super Smash Bros. Melee, around 26. All or almost all of the characters within this game will be made by me; and by almost all, I will state that there is a possibility that characters from friends of mine or other people alike can be considered for this game and if I like them, I will bring them into the game.
However, I may end up with a larger roster than expected, should I have the best and most reliable programs for animation creation and creating the characters as a whole.
However, I may end up with a larger roster than expected, should I have the best and most reliable programs for animation creation and creating the characters as a whole.
Stages are going to be a feature in the game that I will emphasize both uniqueness and balance toward. Stages will often coincide with the characters' respective universes or homes, and I plan to have around twenty different stages within the game, all balanced out for any competitive play.
Aside from being a Super Smash Bros.-inspired video game, this game is planned to have brand new aesthetics, balance and the biggest thing I want to bring out, game play. The gameplay is somewhat similar to various other games like Project M and Super Smash Bros. for Wii U, but with various additional features to the game. Let me give a small run down on it:
Advanced Air Dodging (Air Dash)
This is a direct utilization of what Super Smash Bros. Crusade has, where they had the option to have a special type of air dodge. Like Crusade and Melee, this game will feature air dodging where your character can move in any direction toward or away from the opponent and keep some invincibility frames. However, unlike Melee, where your character will be helpless, your character will actually...
This is a direct utilization of what Super Smash Bros. Crusade has, where they had the option to have a special type of air dodge. Like Crusade and Melee, this game will feature air dodging where your character can move in any direction toward or away from the opponent and keep some invincibility frames. However, unlike Melee, where your character will be helpless, your character will actually...
Air Dodge Reaction Boost
...be able to perform an Air Dodge Reaction. What this is is acting out an attack right after the air dodge happens, similar to Link's Z-Air from Melee. However, all moves, special moves included, will share this same feature and will all be used out of air dodge. Your character will not become helpless unless a recovery move (that sends them into helpless states) is used. The downside of the air dodge mechanic is that you can only use it once and it is susceptible to reflecting attacks, grabs, grab attacks and projectiles.
...be able to perform an Air Dodge Reaction. What this is is acting out an attack right after the air dodge happens, similar to Link's Z-Air from Melee. However, all moves, special moves included, will share this same feature and will all be used out of air dodge. Your character will not become helpless unless a recovery move (that sends them into helpless states) is used. The downside of the air dodge mechanic is that you can only use it once and it is susceptible to reflecting attacks, grabs, grab attacks and projectiles.
Remember Melee and PM? Remember the Wave Dash mechanics? Well, you're in luck for this game. Wavedashing will appear in this game and it's the same as Melee and PM, allowing your character to move around on the stage, but there is a catch to this, as you can slide off the stage now if you use it near the ledge. This applies to platforms as well.
The Star KO and Screen KO will indeed be present in this game, but there's a special version of each when the Final Stock is reached and the opponent with the last stock is KO'd through normal means. What happens is one of two things. 1) If the opponent is screen KO'd, instead of the screen normally cracking, it will completely shatter and have a little blood from the opponent. 2) If Star KO'd, the opponent will have elongated Star KOs where death sounds are longer and more desperate.
A drastic attack is a type of hit that only affects characters when they are at definite KO damages. When this happens and when the opponent cannot avoid the attack, a Drastic Hit occurs, where the camera zooms down and focuses in on the fighters, as well as the speed going to half the speed until the attack connects. This will only be in 1-on-1 matches, not matches with 3 or more fighters, as it would be too much of a distraction.
Additional aesthetics are that the Drastic Hit includes the recipient of the hit being turned negative, as well as SFX of bones cracking, as well as background sounds fading out and fading in when it starts and ends.
Additional aesthetics are that the Drastic Hit includes the recipient of the hit being turned negative, as well as SFX of bones cracking, as well as background sounds fading out and fading in when it starts and ends.
The Chronocide Meter is a mandatory gauge that fills up as you attack your opponent and your opponent attacks you. When the gauge fills up, your character will be able to perform a special move known as a Chronocide, essentially a Final Smash. Chronocides are meant to be balanced out for competitive use, and will be a viable source of attacks in the game unlike Final Smashes in the Super Smash Bros. games. There will be a few known Chronocides, like directional, static and transformation to some characters. Transformation Chronocides are able to receive hitstun, but get Super Armor on their attacks and cannot be grabbed.
As it is a character move and function, it is a function in the game that will not have the option to turn off whatsoever, and the Chronocides will be balanced for it as a result...however, below...
As it is a character move and function, it is a function in the game that will not have the option to turn off whatsoever, and the Chronocides will be balanced for it as a result...however, below...
Now if you keep your meter at the very end of a match, say your opponent has a last stock and you successfully perform a Chronocide. This Chronocide is special as it is known as a "Final Chronocide" and can only happen in the last 10 seconds of a match or on the last stock of a match. Final Chronocides show special cutscenes of the characters performing more powerful versions of their Chronocide moves, and if the opponent is within death percents, the Final Chronocide will automatically KO them WHERE THEY STAND, not allowing for them to be KO'd through the blast lines.
However...
They aren't the instant KO moves like you really think they are; Final Chronocides, as well as their normal variants, can be avoided with the utmost ease, it's just a matter of knowing when your opponent is going to land the attack or not. Now, what you said is true about Death Percent, and there are indeed some stages in the game that are large enough to let a character survive a Chronocide on last stock, but it's usually on the smaller stages that this effect, much like Drastic Hits, occur more often.
The reason why the character is instantly KO'd is relative to the stage size, their damage and how they handle it. There are multi-hit Chronocides, so they can be easily avoided at all costs if necessary by simple DI. There are some where it's straight, which can be spot-dodged or air dodged. There are also some that are transformation, which need to be out-run so that you don't get hit. If a character is hit by, say, a straight-forward or trap Chronocide on a small stage at around 50%, there's no way they can recover from it, so they are instantly defeated; there's no momentum canceling in this game either, so survival from a Final Chronocide is impossible if it lands.
On the largest stage, the max you can survive a horizontal Chronocide is around 125% damage, whereas you better be hoping you're low on a vertical version, or else it will become a Final Chronocide. Now the Final Chronocide attack does NOT happen if the opponent is under the ledge of the stage; one of two things can happen there, which are teching or a stage spike. Same thing applies on a stage that has vertical walls and ceilings at points; you can tech a Chronocide if you can, but as a special consequence if you are unable to tech, the second you bump the wall and are unable to tech (which should be relatively easy), your character will self-destruct, granted there is no ceiling at play above them. The knockback would be way too high for the character to handle, and as such, your character would die either way.
However...
They aren't the instant KO moves like you really think they are; Final Chronocides, as well as their normal variants, can be avoided with the utmost ease, it's just a matter of knowing when your opponent is going to land the attack or not. Now, what you said is true about Death Percent, and there are indeed some stages in the game that are large enough to let a character survive a Chronocide on last stock, but it's usually on the smaller stages that this effect, much like Drastic Hits, occur more often.
The reason why the character is instantly KO'd is relative to the stage size, their damage and how they handle it. There are multi-hit Chronocides, so they can be easily avoided at all costs if necessary by simple DI. There are some where it's straight, which can be spot-dodged or air dodged. There are also some that are transformation, which need to be out-run so that you don't get hit. If a character is hit by, say, a straight-forward or trap Chronocide on a small stage at around 50%, there's no way they can recover from it, so they are instantly defeated; there's no momentum canceling in this game either, so survival from a Final Chronocide is impossible if it lands.
On the largest stage, the max you can survive a horizontal Chronocide is around 125% damage, whereas you better be hoping you're low on a vertical version, or else it will become a Final Chronocide. Now the Final Chronocide attack does NOT happen if the opponent is under the ledge of the stage; one of two things can happen there, which are teching or a stage spike. Same thing applies on a stage that has vertical walls and ceilings at points; you can tech a Chronocide if you can, but as a special consequence if you are unable to tech, the second you bump the wall and are unable to tech (which should be relatively easy), your character will self-destruct, granted there is no ceiling at play above them. The knockback would be way too high for the character to handle, and as such, your character would die either way.
As with everything else, I am having some planned modes for the game, obviously, though for now I will give a small list of modes that I have planned, and only for offline (though a couple will be online) so far, alright?
Versus Mode!
A staple of fighting games, this will allow 1 to 6 players to battle under each other in set conditions made by themselves using the Rules. Here, you can set items, stocks and time, select your characters and pick your stages. Whatever settings you put it on will determine how the match should be played, from Time to Free For All, there will be very nice battles here.
An additional type of battle is known as a Glamour Battle, where the fighters will have to not only fight in normal conditions, but will need to do it in style. Taunting after a KO will score a half-point toward your final scoring of the game. This will be available to select alongside Money Brawl, Stock and Time.
12 Player Versus!
What is a concept for now, and will likely not be in beta builds of the game will be 12 Player Versus. As the name implies, this is a special type of battle that will consist of 12 different players on a set amount of stages made for this mode and this mode only. This is both an online and an offline mode for the game, but...
Offline, you will possibly need a special kind of adapter that will allow multiple keyboards, Joy2Key controllers and/or Gamecube controllers to be plugged in. However, Online, you will be able to connect to people, but they will need similar or same connection speeds; there should be no one with a red bar and green bar in the same room that will be made.
Online Mode
Online Mode will also be a planned feature within the game, but unlike some fighting games where you'll often receive rankings normally and don't usually see leaderboards, this game will have quite some features to it:
1) Ranking will be done by points when shown to your opponent, as well as Wins to Losses.
2) There will be a visible leaderboard to see where you rank and how you stack against others.
3) Your rank is also represented by a Letter Grade (SSS, SS, S, A, B, C, D, F), as well as numbers (ex: C-43). To increase your rank points, you will have to fight others in order to go higher. Losses deduct points while wins gain points.
4) There will definitely be matchmaking in the game, so you don't need to truly worry about people with bad connections as when you start matches, you will see what connection type your opponent has. Blue is the best, green is amazing, yellow is good, orange is bad, red is terrible and gray is high lag alert. Black is unknown.
5) Low lag in the game is what I strive for online mode, but it may take time for this to even happen, but I am wanting to strive for the game to have very, very low lag inside of online mode so that players can experience very fluid connections.
Arcade Versus
Arcade Versus is your standard Classic/Arcade mode, where you fight a group of enemies until you fight the Final Boss. However, unlike the standard Arcade mode, Arcade Versus offers you to fight bosses under set prerequisites that need to be met in order to fight them. As well, there will be Rival Battles with characters, as well as difficulty options; ten of them. Cold, Very Easy, Easy, Normal, Intermediate, Hard, Very Hard, Infernal and Hell are all planned difficulties in the game, but these aren't all guaranteed to make it into the game.
Arcade Versus+
A special version of Arcade Versus that is available after unlocking all of the characters. This mode is stuck on the Four Hardest Difficulties that surpass even the highest difficulty in Arcade. The difficulties include Genocidal, Destructive, Damnation and the hardest difficulty in the game, Demonic difficulty. There is also an addition to Arcade Versus that is in its Plus version, and that's the slot machine known as Unfortunate Luck, which is a slot that will either give you a reward or give you a penalty for the next round; the harder the difficulty, the less your luck will be.
Challenge Mode
Challenge Mode is similar to Events from the Super Smash Bros. games, where you go to set challenges that have many different settings that make it harder or easier depending on what may happen. These Challenges will reward the player with various things that are in-game and will also give consequences to the player if they fail (harsh consequences no less).
Mercenaries
Inspired by Resident Evil 4's The Mercenaries mode, this mode is special in that you are put into a rather large stage and, with 8 minutes time, you have to defeat as much enemies possible to gain a score. Consecutive KOs net you a KO Combo bonus, and there will be certain points within the match, at least every two minutes, that a special Bonus Statue will come to play on stage. Smashing this adds Bonus Time where every enemy you KO will give you 5,000 Points x the number of them KO'd.
As time progresses and enemies are defeated, Bosses start to appear, who are special versions of the main enemies. These are harder to KO than your standard opponent due to their special uses. They reward the player with a higher amount of points than normal, too. Rack up enough KOs and you will get a sweet amount of points.
Like The Mercenaries, enemies will be able to drop items such as Healing Items or Battering Items to aid you in the fight. However, like the Mercenaries, you only have one life, and if you die, you lose.
Of course, not all stages will be the same. Stages may even...alternate...
Versus Mode!
A staple of fighting games, this will allow 1 to 6 players to battle under each other in set conditions made by themselves using the Rules. Here, you can set items, stocks and time, select your characters and pick your stages. Whatever settings you put it on will determine how the match should be played, from Time to Free For All, there will be very nice battles here.
An additional type of battle is known as a Glamour Battle, where the fighters will have to not only fight in normal conditions, but will need to do it in style. Taunting after a KO will score a half-point toward your final scoring of the game. This will be available to select alongside Money Brawl, Stock and Time.
12 Player Versus!
What is a concept for now, and will likely not be in beta builds of the game will be 12 Player Versus. As the name implies, this is a special type of battle that will consist of 12 different players on a set amount of stages made for this mode and this mode only. This is both an online and an offline mode for the game, but...
Offline, you will possibly need a special kind of adapter that will allow multiple keyboards, Joy2Key controllers and/or Gamecube controllers to be plugged in. However, Online, you will be able to connect to people, but they will need similar or same connection speeds; there should be no one with a red bar and green bar in the same room that will be made.
Online Mode
Online Mode will also be a planned feature within the game, but unlike some fighting games where you'll often receive rankings normally and don't usually see leaderboards, this game will have quite some features to it:
1) Ranking will be done by points when shown to your opponent, as well as Wins to Losses.
2) There will be a visible leaderboard to see where you rank and how you stack against others.
3) Your rank is also represented by a Letter Grade (SSS, SS, S, A, B, C, D, F), as well as numbers (ex: C-43). To increase your rank points, you will have to fight others in order to go higher. Losses deduct points while wins gain points.
4) There will definitely be matchmaking in the game, so you don't need to truly worry about people with bad connections as when you start matches, you will see what connection type your opponent has. Blue is the best, green is amazing, yellow is good, orange is bad, red is terrible and gray is high lag alert. Black is unknown.
5) Low lag in the game is what I strive for online mode, but it may take time for this to even happen, but I am wanting to strive for the game to have very, very low lag inside of online mode so that players can experience very fluid connections.
Arcade Versus
Arcade Versus is your standard Classic/Arcade mode, where you fight a group of enemies until you fight the Final Boss. However, unlike the standard Arcade mode, Arcade Versus offers you to fight bosses under set prerequisites that need to be met in order to fight them. As well, there will be Rival Battles with characters, as well as difficulty options; ten of them. Cold, Very Easy, Easy, Normal, Intermediate, Hard, Very Hard, Infernal and Hell are all planned difficulties in the game, but these aren't all guaranteed to make it into the game.
Arcade Versus+
A special version of Arcade Versus that is available after unlocking all of the characters. This mode is stuck on the Four Hardest Difficulties that surpass even the highest difficulty in Arcade. The difficulties include Genocidal, Destructive, Damnation and the hardest difficulty in the game, Demonic difficulty. There is also an addition to Arcade Versus that is in its Plus version, and that's the slot machine known as Unfortunate Luck, which is a slot that will either give you a reward or give you a penalty for the next round; the harder the difficulty, the less your luck will be.
Challenge Mode
Challenge Mode is similar to Events from the Super Smash Bros. games, where you go to set challenges that have many different settings that make it harder or easier depending on what may happen. These Challenges will reward the player with various things that are in-game and will also give consequences to the player if they fail (harsh consequences no less).
Mercenaries
Inspired by Resident Evil 4's The Mercenaries mode, this mode is special in that you are put into a rather large stage and, with 8 minutes time, you have to defeat as much enemies possible to gain a score. Consecutive KOs net you a KO Combo bonus, and there will be certain points within the match, at least every two minutes, that a special Bonus Statue will come to play on stage. Smashing this adds Bonus Time where every enemy you KO will give you 5,000 Points x the number of them KO'd.
As time progresses and enemies are defeated, Bosses start to appear, who are special versions of the main enemies. These are harder to KO than your standard opponent due to their special uses. They reward the player with a higher amount of points than normal, too. Rack up enough KOs and you will get a sweet amount of points.
Like The Mercenaries, enemies will be able to drop items such as Healing Items or Battering Items to aid you in the fight. However, like the Mercenaries, you only have one life, and if you die, you lose.
Of course, not all stages will be the same. Stages may even...alternate...
"End Statement" (Not really)
Now otherwise, I'd have something more to say, but seeing as this is all in its concept and baby stages, I still have quite a lot to brainstorm in the coming days, and a lot of potential things to show. I know as of now I do not show anything, but rest assured that I am going to be posting things such as character portraits for the first four to six characters that I will announce, as well as some sketches for stages, items and even the true concepts.
Once I get everything brainstormed and everything sorted out, I will hope to update with more info and more everything.
Now I have to ask, may you all suggest any engines and coding tools, as well as finding any coding options that may help in getting the game jump-started. If anyone has any .txt files of Project M's coding, as well as any engine and coding tools they would recommend, I would certainly appreciate it all. I'd also like to know...
Is there anyone at all who would like to join this development for a new concept?
I would need someone who can:
-Perform coding tasks as high level as Super Smash Bros. coding. (at least 3 to 15 people)
-Create a magnificent soundtrack. (at least 3 to 8 people)
-Voice act. (Definitely needs around 20)
-Create background images for the stages, which can be 2D or 3D backgrounds. (at least 5 people)
-Give potential moveset ideas and other ideas. (at least 3 people)
-Create special effects. (at least 4 people)
-Market the game, as well as its betas. (at least 7 people)
Beta tests will be performed when significant progress has been done to the concept, if at all.
I will keep you all updated, alright?
I'M KEEPING YOU UPDATED AS TIME PASSES, MY FRIENDS!
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