Look, you're not being disrespectful or anything but the constant asking of when Dark Samus is going to be released is getting a little annoying. I appreciate the fact that you're anticipating playing as Samus' mutated doppleganger but remember that this is just a fan project started by one sole person (who is thankfully starting to get more assistance) who is not getting paid to work on it. I'm doing this solely as a tribute to the Metroid Prime series and my favorite scifi villain of all time.
If you've been paying attention to the thread, there are still a lot of things to be worked on. The Dark Samus models need polishing, specials need to be coded, and here aerials need some inspiration.Thankfully a number of people have stepped up and provided much needed assistance. @
drogoth232
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Nanobuds
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Cahalan
With that said, I started the project back in July 2014 and anticipated a November 2014 release date. But as a result of life in general and wanting Dark Samus to be as polished as possible there is no set release date. So in the meantime thanks for the support but Dark Samus will be released when she is fully ready to join Smash.
Just to give an example of the length of time creating a move takes, let's look at Side B, the Phazon Scattershot.
If you pay attention to detail, you can see that there are quite a number of graphical effects happening during the move; the electricity, the blue aura at the tip of the cannon, and the particles of "Phazon" that are being pelted at Mewtwo.
Finding the perfect graphic effects and positioning + editing them to look just right took FOREVER. Hell, just discovering how to edit graphics and import them from one character to another took me ages to figure out. So the process is not as simple as copy and pasting from one character to another, the type of moveset modding that is happening with Dark Samus is happening from scratch, so to speak.
And then there is the animating part of the moves, which also can potentially take a very long time. The gif is the official animation created by Nintendo for Smash 4. It looks polished and very Dark Samus-esque, at least in my opinion. So in order to replicate it, I had to take the time to animate a new animation frame by frame. Anyone who has taken a stab at creating a new animation themselves knows how frustrating the process can be.
Then there is creating hitboxes that coincide with the graphical effects and character animation. It can be challenging to create hitboxes and collisions that "make sense" and are balanced simultaneously.
So creating a move actually involves multiple steps that all depend on one another!!!
1.) Graphical effects
2.) Character Animation
3.) Hitboxes and Collision Data
But there is even more to it!!! Specials require even more complex coding than standard i.e. A moves and can be quite confusing to figure out how to get exactly how you want them. That's why each character has Specials that are unique from each other- specials can also define a characters playstyle. For example, look at how Project M's Zelda's Side B functions. It is unlike any other projectile in the game and is a fairly balanced, polished move. So much props to the Project M coders.
So with Dark Samus' Side B, I've yet to come across coding to implement onto the move to really flourish it out. To get it looking and functioning how it does now already took a lot of time, but until I get a collaborator to help code it, it will take even more time yet.
Hopefully this write up sheds some light as to why development takes time.