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Smash Cadet
Just so everyone knows, there's a subreddit where 4nace is showing and taking requests for character previews.
/r/RivalsOfAether
/r/RivalsOfAether
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This is the type of game that i have been waiting to play for a very long time! Now, I have a question about how damage will be represented in the game. Are you planning on having a %Damage interface just like Smash, or something else?
Don't forget BrawlHalla.This looks awesome. It's great to see devs creating smash bros style platform fighters with original characters. The only other original IPs with smash gameplay I know of are Megabyte Punch and Air Dash Online(idk if ADO's still alive).
Cool! I'm excited to see how the new character might look and learning more about the platformsHey Guys,
Thanks for the positive comments! You'll be happy to know I am hard at work on the third character now. We plan on having a short trailer for that character too when we announce him/her so that should be fun
As far as release window, we are currently targeting Summer 2015. We'll have more information about platforms soon too!
We also plan to start doing a more regular developer update system starting this next week. I will link it here when we post it.
Thanks!
Dan
I think it's fine. It's a unique moveset within the game and that's all that matters.Seeing the interview, so far my only major complaint is how Zetterburn seems to be an exact reskin of . I hope his attacks get shaken up a bit in future updates.
I disagree. The game's not doing enough to differentiate itself from Smash in general in my eyes right now. I like the original concept of the Parry system, but overall, I don't want something that's just primarily more of the same.I think it's fine. It's a unique moveset within the game and that's all that matters.
Currently there are no grabs or ledges, that's a huge shakeup of the Smash formula, on top of the Parry system. Idk what else you want besides a different game if that's not enough change for you.I disagree. The game's not doing enough to differentiate itself from Smash in general in my eyes right now. I like the original concept of the Parry system, but overall, I don't want something that's just primarily more of the same.
I also see a balance flaw inherent in parries as they stand right now.Currently there are no grabs or ledges, that's a huge shakeup of the Smash formula, on top of the Parry system. Idk what else you want besides a different game if that's not enough change for you.
My suggestion is to make it so projectiles can not be parried. That way, someone can't just sit there and wait to parry an attack all day. My other suggestion is to introduce a penalty for parrying too much. There are two games in particular that induce special penalties for playing too defensively:That's just what I see right now. I like the concept, but there's going to have to be some kind of counter to it, or else play is going to be overwhelmingly campy.
I also see a balance flaw inherent in parries as they stand right now.
The Weapon Triangle of Fighting Games is typically as follows:
Attack (Rock)v
Block (Paper)^............<Throw (Scissors)
While Parries are an interesting concept, there's only Rock, Paper, and... another Paper right now. There's no reason to actually go on the offensive (choosing Rock) when you can just block and parry.
That's just what I see right now. I like the concept, but there's going to have to be some kind of counter to it, or else play is going to be overwhelmingly campy.
Okay. Thanks for clearing that up for me.Yup that is a typical fighting game triangle. Only your assessment of rolls, parries and air dodge as Paper is not really accurate. In that triangle, Shields are Paper. Rolls and Air Dodges exist outside the triangle. You cannot grab someone who is rolling. Rolls have quick start-up, significant recovery and full invincibility. You can punish a roll with an attack OR a grab. Rolls vs Attack are more a timing/read balance rather than a Rock/Paper/Scissors triangle.
The Parry currently in Rivals of Aether is a beefed up Risk / Reward of Rolls and Air Dodges. It also has significant recovery but because you stay in place, is even easier to punish than a poorly timed roll. All characters will have aerials that auto cancel. That means it is pretty easy to bait out Parries. Simply approach with an aerial and miss your opponent on purpose. Then you can easily start a combo with a tilt from there.
I'll be watching the balance of Parry of course to make sure it is not too strong defensively. I could simply make Parry have a longer start-up if it is too strong, which would make Parry even more about a read rather than a reflex. The game is being designed to reward smart aggression so the goal of Parry is to sit in a place where it is usable but not dominant.
Thanks,
Dan
Hype!!!Also we will have platform news very soon. Perhaps as early as next week!