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Usb

Nul

Smash Apprentice
Joined
Dec 21, 2006
Messages
77
Location
Las Vegas, NV
Link to original post: [drupal=1566]USB[/drupal]



Just take a guess at what my title means, no, not the way your mouse connects to your computer, and I'm not telling you what it really means.

If you must have a hint, Alfonso "Missle Launch" Crawford, just search him and you should have a faint idea. Honestly, I announced to a chat and local friends that I started this (and showed to locals) before he came up on radar of those that knew I was doing this. It was funny, some asked if I was him.

If you figured it out now, it will be done for the computer(popular request so far), Java(So Mac and Linux users don't get mad), and all the stuff the community wants.

No, I won't give on this, I've had the idea since the beginning of our 2nd series because there was absolutely no balance, and I was pissed.

Now, the official numbers went 12, 26, 39, perfect pattern if the first had 13, but no. The seemingly close pattern will be broken on the 4th, my first estimate was 60, then 70, now it aims to be 100. Why 100? Nice and even number, and thats how much games need recognition now, so much old titles and very popular characters wanted a piece of this kind of action. Not just that, I apparently also break the first meme barrier.

Now, I will update the program, I will also make this 3D at the end, but it will start at 2D, as any programmer knows it's the visuals that are the true time consumers.

As far as updates go, when I get the mechanics down and my staff and I are satisfied with them, they will remain locked. Characters will have many updates, once again, if a character is deemed finished, it will be locked in updates. Addition of characters will be an ongoing thing, this may never end, but new characters will be in very spaced updates, maybe even once a year. Stages will work the same as characters, locked when done, and added in bursts. Music I won't be worried about, but I will ask artists for their music to be included with the stage only.

Just for some spoilers,
A default character from the beginning never had a series companion, but now arrives with a partner she always had to gun down.
A popular character on equal terms of platforming awesomeness will now arrive in an explosion of a new shade of blue.
An interesting character being composed of five parts yet resembling as one, don't be fooled by his lack of limbs, he's not going to be easy to take down.
A forgotten character teased in our 3rd installment, he will make sure he's not left out again, coming in with a blade wielding the power of Earth.

Any questions? First one to get the spoilers and the title earns a cookie and maybe a little something in time.
 

Nul

Smash Apprentice
Joined
Dec 21, 2006
Messages
77
Location
Las Vegas, NV
Heh, we have one lead tester right now and he can't anything yet, I think I've killed him 4 times over with anticipation already.

Really, my current obstacle in it are the camera movements (just barely started that) and it's just movement for one character, no special stuff because the basics need to get done. Once I get one character done, my lead can finally be more involved.

I have menu visuals, main, character, levels(only one that needs some more work) and results, all very nice and made by our lead and only talented artist.

Now, those that know I'm doing this except the locals and those in the chat have yet to see visuals, and those those that know our artist have seen the visuals. Just had to say it, but you can find the visuals, not that I'll be pointing in a direction.

I'll keep your name down bobson, I'll need at least 2 testers specialized in the characters that I have. I'm sure you can guess who's the first default character, and he'll be in the first public demo in the same position.

But, some hints on who is in the first public demo:
Red and Portly
The Pokemon that isn't a Pokemon
Sakurai's B-word
The purple fire-breathing flyer
2nd spoiler from above - 2nd hint: Rock
and if I really want to before I release this: Whirl, Boost, Star Gun

I think this blog might be a progress update blog, also, the day before release day I plan to have a small "demo tourny" in my area, and streamed live. When that happens I'll make sure to have the link here.
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
Some questions:

How big is the team right now?
What do you plan on doing for sounds? I'm sure most of the basic SFX could be ripped from each character's respective volley of games, but surely there'll be some new attacks and such that won't be so easy. (I'm asking because I have enough experience with sound editing to make myself useful in this regard.)
Since it's on the PC now, how do you plan on differentiating from tilts, dash attacks and walking/running speeds without a joystick?
Will there be online play, or any sort of singleplayer mode?
What's the deal with items?

Universal Smash Bus
 

Nul

Smash Apprentice
Joined
Dec 21, 2006
Messages
77
Location
Las Vegas, NV
Sorry for such a delay, had Pokemon regionals this last weekend.

Well, I'll answer what I can now:

My solid(main) team is of three including myself, where I am programming, I have an awesome artist, and a tester/idea man, and yes, my tester is the lead tester, he has enough time to do so and has provided enough experience in testing brawl to be more than a candidate. Also he's given me about 1/3 of my roster for characters, and one of them is among the first batch to be placed for possible open public demo. If you would be willing to put in time, I'll more than definitely add you, as my SFX work is slow, I have to have it perfect otherwise I hate myself. Don't worry, I'm overly harsh on myself, but I will point out something that doesn't look(sound in your case XD) quite right.
As a side note, we are on a slowdown, one of us has finals, I'm leaving my college(went sour, can't transfer anything, rep going down every toilet, but I'll get loads of time once I leave).

Yes, you're right, ripping SFX from various games is a typical thing, but even SFX need a tune-up, and yes, many new attacks implies new SFXs.

For those not enjoying a joystick, I was considering the keyboard layout to feel like playing with a wiimote-no attachments. Of course I'll have alternatives to help those who have a keyboard but want something different, after all, once this is running, it'll be community suggestive.

We aim to have both, of course VS is top priority, but afterwards we aim to have a classic mode down, old(64 style) classic and new(ours, not brawl), and that means AI workings, and that is a lot of work, trust me, doing a half way decent AI for chess is taking me over 4 weeks. After Classic, Online looks to come around, and that won't be too hard, I think it'll be P2P, unless I get better at working on servers. After Online, Adventure mode comes, I guess the best description of it is Melee's with Subspaace mixed together. You'll be starting like Melee's, but depending on your character/difficulty/choices of paths mid-game will determine your adventure. This aims to be the majority of unlocking characters.

Items may be the last thing to be fully implemented, the character items will be in it when the character is added, but it'll be a fair while for item play to show. I do have some ideas for new ones, but they'll be far off.
 
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