Another Blade - playable alpha version

Started by mr_bourrepalestick, November 17, 2016, 11:44:40 PM

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mr_bourrepalestick

Hi everybody !

I've been working this fullgame project for a long while now, and I think I've just reached another step. The game is not finished yet ! Let's say I'm near 50% of the first version. So the moment is perfect to give the project a little shine and share it with you guys.

What's the game about ?  It's all about samurais, ninjas, katanas and sword fights, in a 19th century japan with hiphop  kind of flavor in it. You'll find 4 different characters (with their blades and 7 palettes), 8 stages, 6 original tracks from Jag24Music (a friend of mine), and a real fun gameplay, with easy stuff and some tight links etc.

There is already a topic about it in the "Idea Engineering" section, right here .
I've not been posting a lot about it. I didn't feel there was enough matter to share. Maybe I was wrong about it and should have been posting anyway. Nevermind.
Now that I feel the game has "grown" a bit, I thought it could fit better in this section now ...

>>> link for the full game's folder in a zip file (32Mo) <<<
(edit : new release available, check recent posts >>>HERE<<<)



-----------------------------------------------------------------------------
Credits for contents used in this game


Before anyone jumps out with it (rightfully) , let me please remind that there are contents in the game that I do not claim to be the author !!! I've been using sprites & sounds from other content creators packs. But that's it.
For the all the rest, I've worked it all from scratch (actually from KFM's files as a template ).

As far as now, here are the contents that I've used, and their authors :

CHARACTERS (sprites & sounds)

    Haohmaru (samurai shodown)    -->  Hirohiro
    Yumeji  (samurai shodown)      -->  Mikenuko
    Charlotte (samurai shodown)   --> Noe
    Kagami  (last blade)      --> HAL


STAGES (sprites)

    Ryo2k5 --> Last Blade (Amano stage, Kaede stage, Kagami stage) , Last Blade 2 (Village stage)
    JedahUK --> Samsho5 (Charlotte stage, Rasetsumaru stage)
    OldGamer --> Smasho5 (Forest Temple stage)
    Cirio/LeoPort91 --> SVC-Nude place stage


SCREENS (sprites)

    JedahUK --> Samsho2 (Genjuro stage), Samsho5sp (Amakusa stage)


The music soundtracks are ORIGINAL CREATIONS from a friend of mine : Jag24Music . (hit'im up on his youtube channel / other social media if you do like his work on Another Blade's soundtracks.

I could try to describe more the game and its mechanics, but as wise as @ExL said it (on the other thread) :  "game flows way better than words" .  So just give it a try !!

Enjoy  ;)
- samurais, swords & stuff ? → Another Blade

Magma MK-II


mr_bourrepalestick

I presume you didn't even check the thread in "Idea Engineering" I linked in the 1st post ... nevermind.
But since you asked so nicely for some footage, I've recorded a quick sequence of gameplay.



"Does it happen" now ?  :innocent:
- samurais, swords & stuff ? → Another Blade

mr_bourrepalestick

I'll try to describe this project and the main guidelines I follow in details.

ANOTHER BLADE'S UNIVERSE

Short version : it's about 19th century Japan with some hiphop flavor in it.

The universe where the game takes place is somewhere in the 19th century Japan.
I'll take the risk of being historically inaccurate, but what I'm interested in is the instable aspect of that period in this country and the area around : the Shogun starting to weaken and decline, occidental presence in eastern Asia (and all kind of european colonization efforts), conflicts and piratery in seashore areas etc.
Actually, I want to dig into some kind of "japanism" (in reference to the "orientalist" cultural/artistic wave), with many fantasms about samurais, ninjas, sword fights etc.

Also, I happen to love what Samurai Champloo, Afro Samurai or even the Wu-Tang managed to perform : a tremendous encounter between samuraiesque and hiphop universes. This is the kind of direction I'm trying to develop in the visual and audio fields.

As a matter of fact, there is a global design direction that emerges from those previous points.





A WEAPON BASED 2D FIGHTER

The main criteria for all the roster : each character uses a weapon. This will have a huge impact gampelay wise.
For the moment, I focused on characters from Samurai Shodown and Last Blade series, as they perfectly fit the universe and the global design direction I want to develop.

Besides, it's also about personnal preferences ... and I'm not too much of a fan of a young guitarist girl fighting against a jumping dolphin...



The final goal is to have a 24 or 32 character roster. But first, I'll try to complete a 8 character roster for some kind of "Season ONE" game.
There are already 4 and I already have an idea about the next 4 to come.
But spots for potential next seasons are open for suggestions ! (ExL already suggested me some nice ones btw.).

GLOBAL DESIGN : READABILITY

Short version : Less is more & Keep it clean and clear

This is subjective and I probably won't change my mind about it : I just don't like it when there are big flashes and 1000 fancy things all around the place. It's all about 1st sight "READABILITY".

With all respects due to ArcSys' games, MvC series (which ARE GREAT GAMES BTW!!) and their fans, I happen to be disturbed by all the flashes, "unexpected" apparitions of helpers, and many other things which I feel are just not noob friendly.  It can take long before a newcomer to the genre (like me) can "READ" what happens on the screen. It comes with time, but it can really put aside some casual players that just want to have fun (like my girlfriend for instance).

So I'll be avoiding putting "too much" stuff on the screen unless it makes some gameplay sense (to me at least). I admit that the line can be very slim for some features to fit or not. But I feel I'm on the right path to keep some kind of balance in this issue.


... next to come soon : Gameplay, Fight design, Progression state and more samurai stuff !!!
- samurais, swords & stuff ? → Another Blade

mr_bourrepalestick

#4
FOCUS ON ANOTHER BLADE'S GAMEPLAY
Part 1

While thinking of the gameplay, the main idea was to keep things simple and intuitive. Each button serves a defined purpose, and some commands/buttons are universal throughout all the roster.
I also wanted the game to rely on what I think is fundamental in a FG : getting the best out of normal moves. I'll go through specials in another post, so we'll be talking about normals and basic stuff for the moment.

MOVEMENT

Nothing revolutionnary here, each character having his own velocities defining his movement abilities. Some points to notice below.
Spoiler (click to show)


       
  • Run / Backdash : watch out ! Those moves have some recovery that can make you vulnerable. Use them wisely !
  • Air : single jump (few future characters may have some kind of double jump though).
  • No air guard : Jumping in can be rewarding. But jumps are risky !

6 BUTTON GAMEPLAY


       
  • A - Light Slash
  • B - Heavy SLash
  • C - Kick

       
  • X - Throw
  • Y - Parry
  • Z - Roll / Recovery

       
  • (Start - Taunt)

UNIVERSAL COMMAND NORMALS

       
  • back + A  : Jab
  • fwd + B : Long heavy slash
  • df + C : Sweep
  • A + B : Overhead launcher
In addition, each character has 1 or 2 unique command normals in his moveset.

NORMAL ATTACK UTILITY
I don't want to spoil too much and some attacks are self explanatory :) .
I'll let you guys find out which move is a "better anti air", and which one is "better at neutral" etc. I'll just say that every move has been designed based on the sprites (obviously), but also including strenghts & weaknesses , risk & reward etc. in the process.

I'm not saying every move is perfect and doesn't need tweaks !! It's just that I've been processing each move and trying stuff before getting to the current version as it is. It didn't come out "just like that, on the first shot".

COMBOS

Different possibilities are implemented in the game.
Some combo mechanics are easy to perform, making the game intuitive and fun for newcomers and easier to discover for veteran FG players. Still, some mechanics can involve more precision and practice.

Some general points that can be noticed though.
Spoiler (click to show)

Instead of a hit counter, the game shows the damage output of your attacks !
The damage from consecutive hits of a combo add up in the damage counter
Each consecutive hit (even guarded) has its damage reduced by 85%


Intuitive Target Combos
The first mechanic is based on target normals, as weaker normal attacks can be cancelled into stronger ones in a "chain combo" fashion.
Some are universal, making it more intuitive throughout the cast like  :

  • A xx B xx B
  • A xx B xx down+C
  • A xx B xx A+B
(xx means "cancelled by")

Here is how it looks like


Those are the most basic target combos, and each character has a bunch of them !

Rewarding Link Combos
The second mechanic is based on links between some specific normal attacks.
As this mechanic is more difficult to perform and involves more strict inputs, linking moves are more rewarding meter wise !
Each character has at least 2 linking moves :

  • a "light" one, mostly Jabs
  • a "heavy" one, mostly character's unique command normal, often an overhead

Some examples with Haohmaru :

  • cr. C > 4+A > cr.A
  • 4+A > 4+A > A
  • 6+C > 4+A > C
(> means a "linked into")
The examples in action (I missed the inputs on my first attempt to the 3rd one !! :P )


(edit : some of those may have changed. Make sure to check out each characters combo charts)

A complex chart of possibilities
One could combine all the possibilities of ground comboed normals in this kind of chart :
Spoiler (click to show)


  • plain lines are target combos
  • discontinued lines are links
  • green lines are blockstrings
  • orange & blue lines have frame gaps on block

Atually, I've been using this kind of chart for every character, on every move, during moveset concept & design . It is combined with a framedata table sheet. Unfortunately, some figures must be updated with some tweaks I've been making recently. I'd be furious to share some inaccurate data. Besides, who reads framedata ? :P

Juggles & OTGs
The last combo mechanic is based on juggle ability and OTGs (On The Ground attacks = hitting a lying down opponent).
This won't be long as we can sum it up in few points :

  • 6 juggle point limit, each normal attack using 1 juggle point
  • some attacks force the opponent to recover from falling (air resets)
  • each character has at least 2 OTG moves (sweep + another normal / command normal)

------------------------------------------------------------------------------------------------------------------------

As you see, the core part of the gameplay keeps things simple. Though, there are many possibilities to explore, different ways for each one to have fun regardless of some kind of "level" or "skill".

As I started to mention blockstrings, frame gaps and juggle possibilities/limits, I'll have to present the defensive mechanics implemented in the game. But that will be for next time !

While waiting for that next post ... try the game !!! ;)    (check above, in the 1st post for the download link)
Enjoy.

>>>  NEXT TO COME SOON : PARRY, ROLL / RECOVERY - defensive mechanics ... >>>
- samurais, swords & stuff ? → Another Blade

mr_bourrepalestick

FOCUS ON ANOTHER BLADE'S GAMEPLAY
Part 2

PARRY MECHANIC

Very inspired by LastBlade 2 mechanic, Another Blade's universal parry is a must have move in the sword fight genre.
2 different parries and their properties :

  • Standing Parry - (Y) --> vulnerable to low attacks
  • Crouching Parry - (cr. Y) --> vulnerable to aerial & special attacks

Common Parry properties
  • active on 1st frame, during 10 frames
  • 40fr. recovery
  • vulnerable to projectiles & throws
  • give a 30 frame advantage if connect successfully - or juggle opportunity on aerial opponent
  • give 1/3 of 1 meter gauge when successfully connect
  • parry success animation can be cancelled out of, with most moves (attacks & movement)

Basically, those moves are meant to be a threat in neutral, defensive and different mindgame situation (like during a run).
But the risk & reward rate can put their user into a gambling game ... so be careful !

Spoiler: archived V-16-11 parry mechanic (click to show)
3 different parries and their properties :

       
  • Standing Parry - (Y)
Spoiler (click to show)

       
  • vulnerable to low attacks
  • 3 fr. startup - 10 fr.active - 27fr. recovery

  • Crouching Parry - (cr. Y)
Spoiler (click to show)

       
  • vulnerable to aerial & special attacks
  • 3 fr. startup - 10 fr.active - 27fr. recovery

  • Red Parry  (4 - 6+Y)
Spoiler (click to show)

       
  • needs 1 meter gauge
  • consumes 2/3 of a meter gauge on use
  • 3 fr. startup - 10 fr.active - 27fr. recovery

All of them share the following properties :

       
  • vulnerable to projectiles & throws
  • give a 30 frame advantage if connect successfully - or juggle opportunity on aerial opponent
  • give 1/3 of a meter gauge when successfully connect

ROLL MECHANIC

Rolls are inspired by many SnK titles. In Another Blade, they are mostly useful to avoid projectiles.
Z - Roll forward
4+Z - Roll back

Roll properties

  • throw/grab vulnerable from start to end
  • projectile invulnerable from start to end
  • normal attack invulnerable frome frames 6 to 12
  • Get-up animations can be cancelled into any Roll
  • Forward Rolls last 26 frames
  • Backward Rolls last 30 frames
  • crossing over ability from frame 3 to 18 , if the oppopent is close enough

Spoiler:  archived V-16-11 roll properties (click to show)


  • Rolls are throw/grab vulnerable from start to end and last 34 frames
  • 6 frames hit & projectile vulnerable
  • frames 7-18 : hit & projectile invincible
  • frames 18-34 : projectile invincible
  • crossing over ability from frame 3 to 18 , if the oppopent is close enough

RECOVERY MECHANIC

When you've been sent into the air by your opponent's attacks, you still have some solutions to avoid losing too much life from a dangerous juggle/OTG combo. But it doesn't come for free ...

Fall tech - roll 
As you fall, right before your back touches the ground, (Z) button will let you perform a tech roll.
It's meter free, and the animation is fully invincible, but you're backing away, getting closer to the corner ... is it always worth it ?

Fall recovery
As you're still in the air, in a fall state, you can fall-recover at the cost of 1 meter gauge (Z button).
Then you regain control and you're safe (invincible) until you land on your feet.
Note that after regaining control (in the air), you can counter attack with an aerial move... but you lose your invincibility !



>>> NEXT TO COME : WORK PROCESS , CURRENT STATE, FUTURE STEPS ?  >>>
- samurais, swords & stuff ? → Another Blade

JustNoPoint

This looks really interesting. Is everything you are describing already in the link in the 1st post? Or is it coming soon? If all that is done now this would probably be better as a release and not a WIP, don't you think?

mr_bourrepalestick

Quote from: Just No Point on November 23, 2016, 03:29:07 PM
This looks really interesting. Is everything you are describing already in the link in the 1st post? Or is it coming soon? If all that is done now this would probably be better as a release and not a WIP, don't you think?
Thank you ! I appreciate :)  . And indeed, all of this is in the 1st post download link.
I was not sure about calling it a "release", since the fullgame isn't finished yet : I need to work on screenpacks, some kind of supermoves , and 4 other characters... I've been focusing mostly on gameplay, balance and not having any "unespected" behaviours.

But it's the first time I share my work, so I'll follow what you're saying.
Should I rename the topic into "alpha version" and remove the "WIP" mention ?

- samurais, swords & stuff ? → Another Blade

Kingxroyo

ID try this baby out if I had a computer. Love the features in this game. To be Honest, I like the Starting Roster. I almost thought Yunfei was Hibiki lol. But it's good man. Planning to add Fatalities to characters?

mr_bourrepalestick

Quote from: Kingxroyo on November 24, 2016, 10:10:43 AM
ID try this baby out if I had a computer. Love the features in this game. To be Honest, I like the Starting Roster. I almost thought Yunfei was Hibiki lol. But it's good man. Planning to add Fatalities to characters?
Thanks for the support mate ! I hope you'll get your hand on a computer soon then !
Actually, it's Yumeji from samsho 6. Concerning fatalities, I'd like to implement some "finishing" custom stuff. Can't promise anything, but it's on my "try to code this" list :)

---
edit : @[user id=12]Just No Point[/user]: I renamed the topic. I hope it doesn't mess up anything on the forums threads.
- samurais, swords & stuff ? → Another Blade

ExL

Heh, they share martial art and kinda similar in looks, but I guess it's a safe bet that in Another Blade Hibiki and Yumeji will be different enough to not take one for another.

Sorry for not guessing next character, I'm not that good at guessing and actually like surprises a lot ;)
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

mr_bourrepalestick

Glad to see you here @ExL ! I hope you'll appreciate the next character. If not, then maybe the one after ? :P
- samurais, swords & stuff ? → Another Blade

Banksy Boomboom

The game needs to have Nujabes-esque music otherwise the OST would be lame :( kek

mr_bourrepalestick

Quote from: DuckMannnn on November 25, 2016, 03:13:04 PM
The game needs to have Nujabes-esque music otherwise the OST would be lame :( kek
Nujabes-esque music, that's a rough goal to achieve isn't it ? :)
In the talks I had with Jag24Music before he did those tracks (he's the friend that made them), we mentionned Samurai Champloo OST and other stuff too (Wu Tang references, Afro Samurai too obviously). I personnally loved what he came out with. Have you had the opportunity to check it out ingame ?
- samurais, swords & stuff ? → Another Blade

ExL

You greeted me like we didn't talked right on the very same forum :D
Any advancements to tell us about? Maybe sneak pick on next character(in pokemon-like silhouette style)? ;)
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

mr_bourrepalestick

Quote from: ExL on November 29, 2016, 05:15:00 PM
You greeted me like we didn't talked right on the very same forum :D
Any advancements to tell us about? Maybe sneak pick on next character(in pokemon-like silhouette style)? ;)

Mate ! I was just glad to see you on this thread and wanted to welcome you properly. I've even quoted your words in the 1st post of this thread.
Quote from: mr_bourrepalestick on November 17, 2016, 11:44:40 PM
I could try to describe more the game and its mechanics, but as wise as @ExL said it (on the other thread) :  "game flows way better than words" .  So just give it a try !!
My english needs definitely some more practice to avoid this kind of misformulations from my part. :P

I've been a bit short in time lately, so I've managed to do just some minor tweaks.

  • For instance, Kagami cornered −> command grab, qcb follow up  −> Positions double switch in an unespected way. I've just added some corner.push to resolve it.
  • For Yumeji & Charlotte regular throws, I had a little code section with edge/player front detection, but it can cause some stutter in animation in some cases. Got rid of it (commented it out).
Also, I've tried to give some time in the Help section threads.

And next character will have the boat stage ;) .
- samurais, swords & stuff ? → Another Blade

ExL

I've noticed that quoting

So actually I was close with guessing, it's boat stage, means some foreigner... hmmmm, hmmmmm...
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

mr_bourrepalestick

HAPPY NEW YEAR Mugen lovers !!!
I hope everyone enjoyed his holidays ! As many of you (I suppose), I was quite busy with IRL stuff for the past few weeks.
And since the new year has begun, we do need a fresh release of the playable alpha version of that game with samurais and swords ! Don't we ?  :nuttrox:


What's new about this version ?
Some basic mechanics have been reviewed, mostly Parry and Roll properties.
I've edited the previous descriptions (in the posts above), but you can also check-out the short changelog below for more details.

Spoiler: Changelog for version 17-01-A (click to show)

Rolls

  • Roll forward : animation duration goes from 34 to 26 frames
  • Roll back : animation duration goes from 34 to 30 frames
  • Getup animations (12 invincible frames) can be cancelled into any roll
  • Projectile invincible from start to end
  • Normal attacks invincible from frames 6 to 12 (included)


Backdashes
Invincible to LOW attacks between frames 1 to 8 (included)

Parrys

  • No more Red Parry
  • Stand & Crouch parry -> Active frames from 1 to 10 (included) , 40 frames of recovery
  • Parry success animation can be cancelled out of with most attacks / moves

Throws

  • Startup : 3 frames
  • Active : 1 frame (3rd one)
  • Recovery : 20 frames (when whiffed)

Damage scaling

  • 0.85 coeff. is applied at each consecutive hit (no change, simple reminder)
  • Hit counter is lowered by 1 at each tick after opponent gets control back, or is in an iddle state

Character's frame data and target chains have been tweaked as well. I'll be posting a recap for each character, with updated info & useful stuff.

I hope you'll enjoy it all !
Cheers
- samurais, swords & stuff ? → Another Blade

mr_bourrepalestick

HAOHMARU

At a glance : game's shoto character, average all around ... that's probably his biggest strenght.

Spoiler: Some gameplay info (click to show)

  • Standard walk, run & backdash speeds
  • Some possible mixups, but quite risky, especially up close
  • Can minimise the risks he takes by using his meter
  • Has some blockstrings, but with no big damage output
  • Noticable defensive abilities (projectiles & DPs)
  • His juggles can force his opponent into using his own meter to avoid further damage

Spoiler: Choose your colour (click to show)

Palette A & Palette B


Palette C & Palette X


Palette Y & Palette Z


Palette Start+any


Spoiler: Combo chart (click to show)
Chart Legend
Links : - - - >
Targets : --->

Blockstring : ------> | - - - - - >
Block Frame gaps : ------> | - - - - - > | - - - - - >

Each attack is a potential starting point


Spoiler: Frame Data (click to show)


NORMAL ATTACKS data


SPECIAL ATTACKS data

Spoiler:  Special move command list (click to show)

qcf + A/B/C  --> Projectile ("Senpuretsuzan")

  • A version gives grounded combo possibilities, resets airborne/falling opponents
  • B version gives juggle possibilities
  • C version is a fake move

dp + A/B  --> Dragon punch ("Kogetsuzan")

  • A version is very quick, with startup invicible frames,
  • B version is pretty quick as well, no invincibility but a better reach and damage output
  • both versions always use 1 meter gauge
- samurais, swords & stuff ? → Another Blade

mr_bourrepalestick

YUMEJI
At a glance : Yumeji can keep her rival away, but she can also go offensive in a blink ! An all around character.

Spoiler: Some gameplay info (click to show)


       
  • Slow walk speeds BUT excellent run & backdash speed
  • Very variable ranges on her normals
  • Has some unbreakable blockstrings, but some attacks are very punishable
  • Some nice mixup abilities on her target chains & specials
  • No "DP" kind of move, but some great keep away tools at disposal
  • Meter dependent in order to unleash some max damage
  • Can force her opponent to use his meter in order to escape her mixups & juggle damage

Spoiler: Choose your colour (click to show)

Palette A & Palette B


Palette C & Palette X


Palette Y & Palette Z


Palette Start+any


Spoiler: Combo chart (click to show)
Chart Legend
Links : - - - >
Targets : --->

Blockstring : ------> | - - - - - >
Block Frame gaps : ------> | - - - - - > | - - - - - >

Each attack is a potential starting point, except

       
  • (2nd. cr.C) which is available after a (cr.C)
  • and (4+B)'s 2nd hit which comes out automatically


Spoiler: Frame Data (click to show)
NORMAL ATTACKS data


SPECIAL ATTACKS data

Spoiler:  Special move command list (click to show)


qcf + A or B  --> Projectile summon

       
  • A version : Yumeji summons an attack near the ground, then ...

    •       
    • (no input) --> Yumeji sheathes her sword, nothing happens
    • (A) --> A quick horizontal projectile appears near the ground, tripping the opponent
    • (B) --> A quick projectile rises frome the ground, launching the opponent into the air
    • (C) --> A projectile is thrown through the screen, in an average speed
  • B version : Yumeji summons an attack up above her head, then ...

    •       
    • (no input) --> Yumeji sheathes her sword, nothing happens
    • (A) --> A quick projectile comes down to the ground, launching the opponent into the air
    • (B) --> A quick horizontal projectile appears above her head, eventually reaching a juming foe
    • (C) --> A projectile is thrown through the screen, in a slow speed
Note : Each (A/B/C) follow ups use 1 meter gauge when performed.


qcb + A/B/C  --> Multi Slash attack

       
  • A version is a nice damage 3 hit attack which launches the opponent into the air
  • B version is a big damage 5 hit attack which knocks the opponent away
  • C version is a fake attack, with Yumeji just tossing an inoffensive apple ...
- samurais, swords & stuff ? → Another Blade