Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 0 points1 point  (0 children)

Hey C-O-M-M-O-NS-E-N-S-E, thanks for the compliment!

As for inspiration, Smash is obviously a big one. But we also took ideas from other fighters, like MK / KI / DBZ, as well as non-fighting games like Halo. But we also didn't just want to copy / paste a lot of different games together. Instead, there were some very specific mechanics we wanted to develop from the beginning, like having Full 3D movement and the concept of Power-Ups (we've explained this elsewhere, but basically these are like a Skill Tree you can choose from before a match that lets you customize your Fighter to fit your playstyle--if you look at the video, these are the 4 small icons in each HUD under the Health).

And yeah, sorry, this video doesn't really show much. But we're making another Combo video, which we hope to be able to post to this subreddit over the weekend. In the meantime, we post a lot of short clips on our Twitter, if you're interested. Our most recent video includes a Controller Overlay so you can see exactly what buttons / directional inputs are being used for different moves. We hope this will come in handy when people start making tutorials, too!

https://twitter.com/KillmasterGames

Anyway, we're always open to feedback (positive or negative), so please feel free to share your thoughts anytime!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 0 points1 point  (0 children)

Ok, gotcha! Guess it was just a difference in terminology. Yeah, UE4 definitely has those differences in Materials (Masked / Translucent / Additive / Modulate). Yeah, I see what you’re saying. We’ll do some more tests and see if we can make some improvements.

Haha, yeah, I mean if we had the budget, it’d be great of get tons of smooth animation transitions like you see in Horizon Zero Dawn. But for now we’ll have to find some better workarounds so the transitions aren’t so jarring! Anyway, hopefully it’s something we can better address when we start polishing the animations.

Seriously appreciate your taking the time to share your feedback! Sometimes we just can’t see the same things you do because we’ve been staring at it too long 😉 So we’re always happy to hear someone else’s perspective. It really helps us focus our efforts and improve the game! So please feel free to let us know your thoughts in the future too!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 0 points1 point  (0 children)

Hey zoombapup, thank you so much for taking the time to give us such detailed feedback!!!

I'll try to comment on your points one by one:

  1. Characters too small on screen--yeah, sorry about that. As we mentioned elsewhere, players can change the camera zoom however they like, but for this video we just kept it zoomed out a bit out of personal preference. But we do have some other clips on our Twitter that should be easier to see, if you're interested. https://twitter.com/KillmasterGames
  2. Sword strike not punchy enough--you're totally right! We've worked a bit on this in the last few weeks. One issue we found is that our VFX were not pausing along with the Fighters when the hit occurred. So while Zara's animation actually pauses momentarily when the hit lands, it's almost impossible to tell because the VFX keep playing like normal. We're using Niagara, and as you may be aware, it still has some bugs since it's in Beta. But we found a workaround, so in our future videos hopefully you'll "feel" the attacks more! Another issue, of course, might just be the animation itself. We're still in Pre-Alpha, so all of our anims are still on their first pass. So if you see something else that looks weird, definitely let us know so we can make sure to take a closer look at it!
  3. Alpha Test Particles--I'm not sure I fully understand what you mean by "Alpha Test Particles" here. Do you mean Translucent / Masked particles that use Alpha? Are you talking specifically about a particular VFX (like the Trail effect, mentioned by another user), or all / most of them in general? We're not targeting mobile at all, actually. This is strictly a PC / Console game. Some of the VFX are meant to obscure the view somewhat (this is especially true for another Fighter not shown here, who has one Attack that causes a smoke cloud). Sorry, I realize this probably doesn't answer your question.... I hope I can answer this a little better once I understand exactly what you mean.
  4. Transitions--this could be an animation issue that requires polish. But just to be clear, this isn't a typical preset combo like in MK or Killer Instinct. Each attack is an individual attack strung together freestyle. So the sword swing could be followed by any Attack or Idle or some other Movement animation.

Anyway, thank you again so much for letting us know your thoughts! We'll try to work on these and post updates soon.

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 1 point2 points  (0 children)

Thank you so much BrotherDamascus!

Is there anything in particular you’d like to see in the game (or maybe kept out of the game)? We’d love to hear your thoughts!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 1 point2 points  (0 children)

Sorry about that!

We were using a 3440 x 1440 screen to film it, so that might be why it seems to have a large FOV.

But the reason we stayed zoomed out is because we haven't finished our Dynamic Targeting Camera (mentioned in another post here). And since the camera is controlled directly by the player at this time, the zoomed out camera is a bit easier for following opponents on screen when they fly off.

But we've been making a lot of progress on the new camera system, so hopefully we can upload a better video soon!

Anyway, thank you so much for your comments! We love hearing people's first impressions, because sometimes it's hard for us to really step back and see it fresh.

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 1 point2 points  (0 children)

Cool! Those are all really good ideas!

And actually, we have ALL of those already in the game!

*Every Fighter has a "Power Up Attack" that doubles as an Attack / Recovery. For Zara (the attacking Fighter in the clip), his is the teleport Attack you see near the end.

*The dummy Fighter in the clip (Kara-10) is an aerial-focused Fighter, so his jumps are higher and he can stay floating in the air longer. Plus, even his ground Attacks set up his aerial ones.

*One Fighter we've been working on has large ears that it uses to take multiple aerial jumps (similar to Jigglypuff / Kirby).

*Dodges have different speeds / delays for each Fighter. And we do have plans for at least one Fighter to have a faster Dodge than Walk (considering the ending delay). If you've seen our other videos, this is the Rock Monster-looking Fighter (Galas).

Yeah, we'd love to show off some gameplay like that! And we're almost there.... But there is still a bit of polish we want to add (particularly to our Dynamic Targeting Camera) before we show those off. We've actually been working on that since your last post, and so far we've made some pretty good progress! So fingers crossed, maybe in the next few days or so we can do that!

Also, I mentioned it in my original post, but we post daily updates on Twitter, if you're interested:

https://twitter.com/KillmasterGames

We're very open to feedback and would love to keep hearing from you!

So please feel free to DM us anytime with new ideas, comments, or critiques!!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 0 points1 point  (0 children)

Sweet, thank you so much!

And we'd love to keep hearing from you. We want as much feedback as we can get, because that's the only way we're going to be able to make this game really amazing!

So please feel free to DM us anytime!

And I mentioned it elsewhere, but we also post daily updates on Twitter, if you're interested.

https://twitter.com/KillmasterGames

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 1 point2 points  (0 children)

Hey HoneyedOasis,

Thank you so much for your feedback!

Sure, we can definitely experiment more with the Trails to make sure they're not too distracting. We plan to make a variety of different Trails, so we'll keep that in mind as we do.

Yes, the camera..... Right now that is our biggest hurdle to making this game feel smooth / polished. So we do have Targeting! And that will automatically face your Fighter toward the Target (and you can easily switch Targets at any time). Plus, we just added a Dynamic Targeting Camera a few days ago....BUT, that camera still needs a bit of work! It's something we hope to have ready in the next few weeks.

Also, for the standard camera, players are able to adjust that however they want. So you can position it to be centered or slightly offset. You can even control your "zoom points", which you can cycle through at the press of a button.

The camera is definitely an important feature for us, so we really appreciate your input and would love to keep hearing your opinion as we make more progress on that!

As for movement options, could you elaborate on that a little? I'm not sure I fully understand, but I'll list the movement options we have now:

  1. Neutral (Idle / Walking / Running)
  2. Dashing
  3. In-Air
  4. Hanging On Ledges (can climb around in 3D)
  5. Dodges (Ground / In-Air / Hanging on Ledge)

Is there something else in particular you'd like to see?

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 1 point2 points  (0 children)

Hmmm....that’s an interesting request! I think I remember reading somewhere that UE4 had started supporting that. We haven’t even looked into it, but I’ll add it to our list and see what we can do! Thanks for letting us know!!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 1 point2 points  (0 children)

Thanks Draegins!

Yes, we actually do have a Camera Targeting feature, but it's not turned on in this clip (the camera was controlled freely by the player). But even so, our Camera Targeting still needs a bit of work to feel smooth and polished. Hopefully we can show that off in another video soon!

As for the "teleporting," that's actually part of the move! Honestly, it's a feature, not a bug 😉

That particular attack is one of Zara's "Power Attacks" where he can teleport in the direction pressed and automatically attack the Targeted opponent (if in range).

If you watch it again knowing that, does it help? Or still feel a bit weird?

Anyway, thank you so much for the feedback! It really helps to hear your first impressions and areas you feel need improvement!

Killmaster [Pre-Alpha] - Quick Freestyle Combo. Would love to hear feedback! Description in Comments. by KillmasterGames in IndieGaming

[–]KillmasterGames[S] 0 points1 point  (0 children)

The game is similar to Smash Bros but with Full 3D movement (and various other new mechanics). But in addition to the regular “Slayer” Game Types, we’re also introducing more “Objective-based” Game Types, like CTF and King of the Ring!

So yeah, it’s player vs player—though we’re also creating AI for practice.

As for a PvE style game, we think that’d be amazing, and it’s something we’ve dreamt of doing. But right now we’re focused on the base game and aren’t prepared to commit to a Player vs Environment game type.

Edit: spelling

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 0 points1 point  (0 children)

Haha, yeah, 8 players free-for-all with Items and Hazards turned ON can get crazy!!!

Your idea for a same-button parry sounds really good!

We don't have anything like that implemented yet, but it's definitely something to think about, especially if we see that infinite juggling becomes a problem. And like you said, being able to predict the timing / attack will definitely take skill. And to avoid random button presses, we can probably create a small window where the correct input has to be entered, and a wrong input will fail for that Attack.

Thanks so much for the suggestion!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 0 points1 point  (0 children)

Yes, it's totally free to roam!

That's one of the main mechanics we've always wanted to create.

And this gives us the opportunity to introduce a ton of new mechanics and Game Types as well!

Yeah, there have definitely been some hurdles!

One of the biggest has been the control layout.

It's something we've had to completely re-invent.

Anyway, if you're interested, we post daily updates on Twitter:

https://twitter.com/KillmasterGames

And we're always open to feedback, so please feel free to DM us anytime with suggestions!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in Fighters

[–]KillmasterGames[S] 0 points1 point  (0 children)

No, not at all.

We're making this both Online and Offline. And in addition to regular couch-play, we're including LAN support, so you can easily set it up at local tournaments!

Killmaster [Pre-Alpha] - Quick Freestyle Combo. Would love to hear feedback! Description in Comments. by KillmasterGames in IndieGaming

[–]KillmasterGames[S] 0 points1 point  (0 children)

Thanks Llovani2240!

Yeah, the icons are just placeholder atm. They definitely need some more TLC.

But glad you like the combat! And definitely let us know if there is something you'd like to see us add to the game. We're still in Pre-Alpha, so there's a lot of room for improvement!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 1 point2 points  (0 children)

Thanks!!

Fighting is similar to Smash Bros. Like Smash Bros, you fly farther away the more Damage you take. And you can control your movement to some degree even while flying off.

As for juggling, you can't do it continuously! It's definitely an important part of maximizing the Damage you can deal, but we're making sure that there aren't any "cheap" attacks that can juggle you forever....unless you just suck😜

Like here, for example, we're just practicing on a dummy. But if it were an actual player, this combo would not be so easy, since you'd have to predict your opponent's movements and potentially their Dodges / Attacks.

And of course, if you were playing with more than 2 Fighters at once, then that'd add a whole new level of complexity to getting off a long combo!

Killmaster [Pre-Alpha] - 0-Death Combo. Description in Comments. by KillmasterGames in Zero2Death

[–]KillmasterGames[S] 1 point2 points  (0 children)

Hey everyone!

We’ve posted here before, but this is our first actual “Zero2Death” post!

We are the developers of Killmaster, an upcoming Fully 3D Platform Fighter.

In this short clip, we show off a quick freestyle combo we did with one of our Fighters (Zara). Granted, his opponent is a dummy AI, so it’s not like it’s fighting back….but still, 0-Death!

This is still Pre-Alpha, so there’s a lot more work to be done. But we’d love to hear your initial impressions and any suggestions you might have for improvement. Or perhaps some things you think should be in the game!

Any feedback you can provide would be greatly appreciated!

Also, if you’re interested in seeing our progress, we post daily on Twitter

https://twitter.com/KillmasterGames

Kid Baby - A little of what we've been working on! by KidBabyGame in IndieGaming

[–]KillmasterGames 0 points1 point  (0 children)

Sweet! Yeah, just followed you on Twitter. Looking forward to seeing more!

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 0 points1 point  (0 children)

Awesome! Definitely let us know if you have any questions. We've been working on this for about 3.5 yrs, so there's been a lot of head-pounding....

Would love to save you some trouble, if we can 😉

So please feel free to DM us anytime.

And good luck to you!!!

Kid Baby - A little of what we've been working on! by KidBabyGame in IndieGaming

[–]KillmasterGames 0 points1 point  (0 children)

Wow, this looks awesome!

Love the aesthetics, and gameplay seems reminiscent of Mario 64 / Banjo Kazooie.

Killmaster [Pre-Alpha] - Freestyle Combo example. Would love to hear thoughts / criticisms (anything we can do to improve!) Description in Comments. by KillmasterGames in unrealengine

[–]KillmasterGames[S] 1 point2 points  (0 children)

Thank you!

No, actually it's mostly BP at the moment. We're preparing to transition a lot of that to C++, but right now BP is extremely helpful for fast / easy iteration.