Introduction
Hey Guys, 4nace here. Some of you may remember me from the Smashboards thread while working on
Super Smash Land. I had a fantastic time working with fans on this forum getting insightful feedback on characters, stages, ideas, balance and more. This forum is the best place to discuss anything smash-related and that is why I am back with my latest project -
Rivals of Aether.
What is Rivals of Aether?
Rivals of Aether is our latest game, which is an original indie title that explores the gameplay made famous by the Super Smash Bros series. The game expands greatly on the Smash Land engine and brings it closer to Melee speeds with more options for players and combos galore. You can think of Rivals of Aether as a bridge between Smash Land and Melee, but not quite in the same ways that Smash 64 would bridge the two. My high level goal is to create a fighting game that is offensive focused, accessible and varied. This game is not being designed to replace Melee, but rather to explore designs in a similar space.
Rivals of Aether features a brand new set of characters in a new world to explore. Since we are introducing a new world and new characters, we will feature a Story Mode in the final game. In the world of Aether, the four classical elements battle for dominance - Air, Fire, Earth and Water. The first two characters have been announced.
- Zetterburn, the Fire's Roar
- Zetterburn is a ferocious warrior representing the Fire Element. He is accustomed to battle.
- Zetterburn has the unique ability to burn his opponents to deal damage over time. If you can land a Strong Attack on a burnt opponent, then you can consume your burn for increased damage and knockback!
- Orcane, the Puddle Jumper
- Orcane is a fun-loving trickster representing the Water Element. He is very elusive and causes major headaches for those in his merchant town.
- Orcane has the ability to shift into water and jump between puddles. He can place a puddle with his Neutral Special or his Down Special. He can then use his Up Special to teleport to his puddle for a powerful splash attack out of it.
- Orcane can also use Strong Attacks to consume his puddle and increase his range.
- Wrastor, the Wind's Fury
- Wrastor is a hot-headed aerial ace representing the Air Element. He is quick, aggressive and known for his rushdown style.
- Wrastor has Strong Attacks in the air rather than on the ground. He is able to charge the attacks and hold himself airborne until letting off a powerful strike.
- Wrastor can create a Wind Current with his Side Special. While inside his own current, Wrastor has increased horizontal speed which allows him to chase down opponents more effectively.
- Kragg, Earth's Bastion
- Kragg is a defensive tank representing the Earth Element. He is known for his strength and his ability to bend Rock with his will.
- Kragg can pull rocks out of the ground using his Neutral Special then break them to send pieces flying toward his opponents.
- Kragg can pull a pillar from beneath the stage using his Up Special and create ground beneath his feet. On the way up the pillar can damage opponents allowing Kragg to trap opponents underneath him.
More to come soon!
Who is Making it?
Rivals of Aether is early into development. We started on the game in April 2014. We are a very small team with only two of us working full time.
- Dan Fornace - Design / Art / Animation / Programming
- Before starting on Rivals of Aether, I was a Game Designer at Microsoft Studios and had the privilege of working on some great indie games. In 2012, I started working on Killer Instinct at Microsoft Studios. It was amazing to be part of that development process and I hope to bring what I learned from Double Helix and Iron Galaxy to this title.
- flashygoodness - Music / SFX / Web Design / UI Design
- Flashygoodness is an incredible composer who worked on Tower of Heaven in 2009. He also worked on Super Smash Land composing tracks for the hidden stages as well as making a special mix for the Tower of Heaven stage in that game. He joins the team with much more responsibility than he had on Smash Land and is ready to knock this game out of the park.
- Johan Vinet - Stage Art / Pixel Art
- Johan is an amazing Pixel Artist who joined the team in October of this year. He has been creating the new stage visuals as well as effects such as Kragg's Rock creations. He will be creating all the stages for Rivals of Aether so you can look forward to more amazing visuals from Johan!
- Ryan Sicat - Promotional Art / Concept Art
- Ryan is a great digital artist from Philadelphia, PA. After working with him on Elementimals in 2011-2012, I knew I could use his services on Rivals of Aether. For those of you who enjoyed the promotional pieces, seen in the trailer, you can thank Ryan. He'll be helping out on concepts and promos for the rest of the roster too
How can I help?
You can purchase our Early Access Build on
Steam!
What is this thread for?
In this thread, we will give development updates and I'll be around to answer questions and discuss the project. I'll also drop in to post minor updates and look for opinions on pieces of the project!