Zinac |
Fearless Night is 2D fighting game being developed by Shobu Games. We're creating HD sprite animations much like Blazlue and Person 4 Area, but the game plays much more like Guilty Gear. We're working to combine quality game play with solid net code so that there can be a thriving online competitive scene. With most fighting game developers switching over to 3d animations, we're striving to preserve the era of fast paced hand animated 2D games. Few developers are implementing the type of net code that is needed in countries which have less than ideal network latency conditions. As far as the current development status goes, the engine is somewhere around 90% complete, but we still have the majority of content ahead of us to create. We hope to have 8 to 10 characters by our first release. Our animator is on track to completing the animations for the first character. Many of the story elements, and details such as character names haven't been decided. We think that completing the game play takes priority over anything else, so we've made many of these details public so we could gain important feedback from the community. So please excuse us if the game is a bit ruff around the edges. We recently opened up our alpha for public testing so that we could gain critical feedback from the fighting game community and fix rare bugs. I'm not sure how long this will last, but so far I've been pushing new releases every few days. I keep an up to date change log for the alpha demo: You can follows on Twitter
And Manual: Videos Edit | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
I put up a new release. https://dl.dropboxusercontent.com/u/54811597/FearlessNightAlpha_0.0.23.zip Added a net play menu option. There won't be many users online obviously, but if you have a friend that wants to play, the network menu gives you easy discoverability on the match making server. For now I'm looking into hosting solution that will let me bind a UDP socket to a public port. I need that for people who are behind a NAT device to be able to not forward ports to host games. There are a few network options in config.lua. If you're going to host, you just care about server_port. For everyone else there is the username setting you need to change. | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
Spent the last few days cleaning up the rendering pipeline and created a shader file format for loading vertex and fragment shaders. It's very similar to the way DirectX .fx files work. Since OpenGL didn't have an equivalent, I had to implement something myself. The format is primitive but gets the job done. Our engine uses a LISP like file format. (Fx (texture sampler2D tex0) (uniform vec4 blendColor) Now I can make changes and reload shaders on the fly without the pain of waiting for C++ to compile. Fragment and Vertex shaders are still in a separate files, but the text above represents enough information for loading the weapon slash effect seen below. | |||
Lead Programmer and Game Designer for Fearless Night |
yui_jegnan Level 0 Challenging video games |
Hi! I love fighting games! Any gameplay video to get the feel of the game? I looked at the manual to see what kind of mechanics you have. I have some questions. 1. The Open cancel mechanic sounds like it will actually make the game pretty hard to balance? Are you going to control this by having it use the meter? | |||
|
Zinac |
Quote from: yui_jegnan on January 20, 2014, 10:32:18 PM Hi! I love fighting games! Any gameplay video to get the feel of the game? I looked at the manual to see what kind of mechanics you have. I have some questions. 1. The Open cancel mechanic sounds like it will actually make the game pretty hard to balance? Are you going to control this by having it use the meter? We do not have any official recent game play videos, but others have recorded a few if you look around youtube. Here's a short combo for example: 1. Open cancels and closed cancels have a meter penalty. Once you use them your meter will build back more slowly over a fixed time period. | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
With very little effort I was able to produce a simple refraction fx using texture coordinate warping. The warping is scaled by value of each pixel in the slash image. In this case I have a slightly different warping value for each color component to fake chromatic aberration. | |||
Lead Programmer and Game Designer for Fearless Night |
TurboGun |
Looks like it has a lot of potential! Been a while since I played Guilty Gear, but I immediately fell in love with how it felt vs other fighters I had played (I still wasn't any good at it!) - very cool to see you are going for that style of gameplay you are going for. Will keep my eyes on this one | |||
TURBOGUN | |
Zinac |
I just released version 0.0.26 of he Alpha with a few bug fixes and additional features. You can get it here: Summary of changes: * Fixed Uri's 214P not spawning a projectile when facing right. Full change log is here: | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
I just released version 0.0.27. If you have an existing build, please don't overwrite the folder. Extract the zip to a fresh folder. You can get it here: Summary of changes: * Reduced pushback and increased startup on Uri's j.D Full change log is here: | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
Our lead artist just started his sprite art stream | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
Fearless Night 0.0.28 released. Change Log: The net code is very stable now. I'm going to focus on improving the net play experience over the next week or so. This will mostly be reducing the amount of forced syncs to decrease slowdowns. | |||
Lead Programmer and Game Designer for Fearless Night |
InfiniteStateMachine Level 10 |
Wow good for you for taking it on. I've always feared trying to make a fighting game because I feel like I would constantly paint myself into a corner in regards to balance. | |||
|
Zinac |
Quote from: InfiniteStateMachine on February 02, 2014, 06:43:48 PM Wow good for you for taking it on. I've always feared trying to make a fighting game because I feel like I would constantly paint myself into a corner in regards to balance. Thanks! In many ways the fighting game genre is very restrictive. But out of those restrictions you have a lot of room to be creative. I hoping to make something fun and make improvements on issues I've run into as competitive fighting game player myself. | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
Finally got around to posting some match footage. Here's an online match session between two players that was stream earlier today. | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
0.0.30 released. Direct download: | |||
Lead Programmer and Game Designer for Fearless Night |
Zinac |
Built a new tool for generating meshes compatible for Fearless Night, removing the dependency on libassimp. Stage loading times are shorter and one more dll can be eliminated from the distribution. It was fine for prototyping and quickly getting mesh data into the game, but the additional overhead isn't good for the long run. Also the next release of the game will see the introduction of counter hit effects. | |||
Lead Programmer and Game Designer for Fearless Night |