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(12/20/2014 UPDATE) WIP - Senri Project (Mugen 1.0 Original Game) (Read 686 times)

Started by CRASHEM8000, December 18, 2014, 09:11:41 am
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(12/20/2014 UPDATE) WIP - Senri Project (Mugen 1.0 Original Game)
#1  December 18, 2014, 09:11:41 am
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UPDATE: New character post! Scroll down to see!

Hi, everyone! So, getting right down to business:

Since March 2014, I've been working on my own MUGEN fullgame from scratch. It's untitled for now, so it'll be henceforth referred to as the Senri Project. Below, I'll post a few general questions/statements to get everyone up to speed with what my project is; under each of these, there will be a spoiler containing the answer/response. If anyone has any further questions, or if you guys just want to leave comments, be sure to at least read the spoilers first, then let them loose!

How did the Senri Project begin?

Spoiler, click to toggle visibilty

What's the story?

Spoiler, click to toggle visibilty

What're the features of this game?

Spoiler, click to toggle visibilty

Specific Gameplay Features

Spoiler, click to toggle visibilty

Current Playable Character Summaries

Here, I'll list any playable characters so far, with a small quip about each one, and their standing sprite, under the spoiler.
Spoiler, click to toggle visibilty

Screenshots!

Under the spoiler, you'll find a few screenshots of Lala demonstrating the (incomplete) look of the game! NOTE: Screenshots are in 1024x768, as the production laptop can only run in Safe Mode. Screenshots at the game's true resolution of 1280x960 will be uploaded as soon as possible!
Spoiler, click to toggle visibilty

Videos Coming Soon!

Spoiler, click to toggle visibilty

For now, that's all I've got. As time goes on, I'll release info, videos, and characters, and tell you guys all about them. For any questions and comments, please, post! I appreciate feedback!
Because the world ain't ready for the CRASHEM9000, the CRASHEM8000 will have to do.

If you haven't already, check out my fullgame thread, The Senri Project!
Last Edit: December 21, 2014, 12:49:14 am by CRASHEM8000
Re: (12/20/2014 UPDATE) WIP - Senri Project (Mugen 1.0 Original Game)
#2  December 18, 2014, 11:48:35 pm
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First Character Post!

Starting today, I'm gonna simply post about the characters under here, starting with the main character and working my way down through any characters that're at least in working order.

That being said, let's begin!

Mari "Lala" Yoshida

Vital Info

Spoiler, click to toggle visibilty

Backstory

Spoiler, click to toggle visibilty

Movelist
Spoiler, click to toggle visibilty

Gameplay Synopsis

Lala is a character meant to be played flexibly. Having the highest Defense rating but the poorest Attack, she needs to land plenty of hits to cause significant damage, but she can afford to take a few risks. While she has a slow walk speed, she has a fairly quick run speed, and can create potent blockstrings due to her attacks chaining together well. Her movelist is fairly shallow, but each move has a variety of uses, and can be used in many interchangeable combos depending on the situation. Lastly, she has an added layer of depth by way of her Punk Kick attack, which attacks downed opponents.
Because the world ain't ready for the CRASHEM9000, the CRASHEM8000 will have to do.

If you haven't already, check out my fullgame thread, The Senri Project!
Last Edit: December 21, 2014, 12:16:46 am by CRASHEM8000
Re: (12/20/2014 UPDATE) WIP - Senri Project (Mugen 1.0 Original Game)
#3  December 21, 2014, 12:48:40 am
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Next Character Post!

Time for the second character!

Katharine "Kitty" Akiyama

Vital Info

Spoiler, click to toggle visibilty

Backstory

Spoiler, click to toggle visibilty

Movelist
Spoiler, click to toggle visibilty

Gameplay Synopsis

Kitty is a character intended for full offense, with very high Attack but very poor Defense. While she has no moves with invincibility frames, she makes up for it with a double jump, long reach (especially with her kicks), and a very flexible air game. Kitty is usually most comfortable either in the air or at mid range, and has amazing pokes and setups. However, her moves, whether they be normal or special, have high recovery times, so she needs to try to stay as safe as possible to avoid taking big damage.
Because the world ain't ready for the CRASHEM9000, the CRASHEM8000 will have to do.

If you haven't already, check out my fullgame thread, The Senri Project!
Last Edit: December 21, 2014, 03:22:24 am by CRASHEM8000
Re: (12/20/2014 UPDATE) WIP - Senri Project (Mugen 1.0 Original Game)
#4  December 28, 2014, 05:59:47 pm
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I'm surprised no one has replied to this yet.

I'm not a big fan of sprites in this style, but they look well done I must say. I like that you're trying to balance the characters and (obviously) trying to give it a real game feel. I can't wait to see more.

I'll be honest, I skimmed the story post and character backgrounds, so if i say anything that you mentioned already, I apologize.
-Will the cast be entirely composed of girls?
-Will the game have custom lifebars?
-How many stages do you plan to have in the game?
-What made you choose 1280x960 resolution? Personally I feel like the game would benefit from a smaller resolution (doesn't even need to be 640x480). Visually, it'd present the project better imo.
-Considering you've made backstorys for everyone, and have a general story with a level of mystery, how do you plan to show us progression with the story?
-Why Mugen instead of another engine?

Nitpicky stuff:
-That stage would benefit from a lighter sky or a gradient.
-Lala is supposed to be a girl but her big port makes her look like a guy. Intentional?
Re: (12/20/2014 UPDATE) WIP - Senri Project (Mugen 1.0 Original Game)
#5  December 28, 2014, 08:02:13 pm
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Hey, I appreciate your reply, and I'm hoping others are on the way.

Quote
I'm not a big fan of sprites in this style, but they look well done I must say. I like that you're trying to balance the characters and (obviously) trying to give it a real game feel. I can't wait to see more.
Thanks for the compliment on the sprites; they've actually ended up this way so I can actually feasibly work on characters in a timely fashion. As for the balance and feel, I just think there's a lot of stuff out there (Mugen and commercial games alike) that just don't feel right, and there's too much tier talk. So I'm glad the idea of a fair game is exciting!

Quote
I'll be honest, I skimmed the story post and character backgrounds, so if i say anything that you mentioned already, I apologize.
-Will the cast be entirely composed of girls?
-Will the game have custom lifebars?
-How many stages do you plan to have in the game?
-What made you choose 1280x960 resolution? Personally I feel like the game would benefit from a smaller resolution (doesn't even need to be 640x480). Visually, it'd present the project better imo.
-Considering you've made backstorys for everyone, and have a general story with a level of mystery, how do you plan to show us progression with the story?
-Why Mugen instead of another engine?
So many good questions! Really good questions. I'll tackle them in order (with my answers in bold):
  • "Will the cast be entirely composed of girls?" No, but there will probably be more girls than there are guys. At least, that's how it is so far in planning.
  • "Will the game have custom lifebars?" Hopefully! I'd like to make absolutely everything custom if possible, but if it gets to be too much work, I might have to sacrifice some things (the lifebars being one).
  • "What made you choose 1280x960 resolution? Personally I feel like the game would benefit from a smaller resolution (doesn't even need to be 640x480). Visually, it'd present the project better imo." To be very, very honest, I only chose 1280x960 because the default screenpack only showed up on-screen properly that way (since they made it too huge). When I start to edit it, the resolution will more than likely change. But I definitely agree with your opinion.
  • "Considering you've made backstorys for everyone, and have a general story with a level of mystery, how do you plan to show us progression with the story?" Hopefully, I can figure out how to use Mugen Story Mode to help portray the story. Otherwise, I'll just try to rig together cutscenes (think Street Fighter Alpha 3). If all else fails, look out for supplementary material!
  • "Why Mugen instead of another engine?" Literally, and I do mean literally, I only picked Mugen because of Fighter Factory 3. Every other engine I've tried, either the editors were too complex for me, or the actual engine itself wouldn't run on my computers (or else I'd be trying EF-12, cause I own it).

Quote
Nitpicky stuff:
-That stage would benefit from a lighter sky or a gradient.
-Lala is supposed to be a girl but her big port makes her look like a guy. Intentional?
I'd almost be offended if you didn't nitpick! Criticism and observation are always welcomed.

  • "That stage would benefit from a lighter sky or a gradient." Yeah, it definitely would. But I couldn't get the sky to look right when I was working on the stage (so I'll probably just ask the artist that made the background pieces to help me out there), so I just settled on that flat midnight blue. It'll most likely change as much as a Street Fighter 2 stage by the time the game is done!
  • "Lala is supposed to be a girl but her big port makes her look like a guy. Intentional?" Partially! The picture is actually rough; I'm gonna experiment with explods soon to try to make a fancy win screen with palette-changing portraits. Otherwise, I'd have put more detail into it (which would more likely than not make her look more feminine). Otherwise, it's just in her personality to look boyish most of the time.

That wraps it up! Thanks again for the reply, and definitely continue to check back, if you want! I'm gonna try to update as often as possible, and keep the questions coming!
Because the world ain't ready for the CRASHEM9000, the CRASHEM8000 will have to do.

If you haven't already, check out my fullgame thread, The Senri Project!