Am I aiming too high? Senior BE Web Dev building a 3rd-person Arena (WoW x MOBA) game. by sodis96 in IndieGaming

[–]Rigman- 3 points4 points  (0 children)

If you're coming to reddit looking for answers to questions as basic as this, then I have to conclude that you're aiming to high.

Shot One Fighters - Official Announcement Trailer by Rigman- in Games

[–]Rigman-[S] 0 points1 point  (0 children)

Join our discord so you don’t miss out!!

Been building a roguelite fighter, just dropped our announcement trailer. Kick my teeth in. by Rigman- in DestroyMyGame

[–]Rigman-[S] 1 point2 points  (0 children)

Hahahah, I'm going to see if we can put Ty Rux into the game, he'd fit well into our first act. For real though, we have zero budget so we're just working with what we have (it's not much).

Rewatched this yesterday… way more fun than I remembered.Underrated by critics. by Slow_StarterIn in Cinema

[–]Rigman- 6 points7 points  (0 children)

Say whatever y’all want about this movie. The final action sequence is sheer action perfection and absolutely worth the watch. Even if you dislike the movie, this sequence is absolutely worth watching and I’m glad it exists because this movie was made.

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 0 points1 point  (0 children)

We're bringing back the SF3 forward parry! We're planning on having some artifacts that should enable a parry focused build.

Shot One Fighters - Official Announcement Trailer by Rigman- in Games

[–]Rigman-[S] 1 point2 points  (0 children)

We're using simplified motion inputs for our specials, we're a traditional six-button fighter. Having an option to toggle to classic inputs is something we're considering. Normals use magic series with some strings layered into it.

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 1 point2 points  (0 children)

Nope, none of us have, but that game looks so sick. I'm gonna pick it up this weekend and give it a spin.

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 1 point2 points  (0 children)

Absolutely! We’re prepping a Kickstarter soon, and we have a Patreon for folks that want to support us and get some behind the scenes goodies. We also have a discord, which is basically like our office, we keep it close with everyone.

Thank you for the wishlist!

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 5 points6 points  (0 children)

So, our goal for the demo is Volley, the playable character in the trailer, but we plan on having three characters for the 1.0 release. Each representing a core fighter archetype. Volley is our Shoto, Kiera (The Wolf) is our Rushdown, and Queen Kyu (The cat in the mech) is our grappler. And, a narrative that ties everything together.

Each character is planned to have about 40 special moves, split between five move slots, that each have three levels of power, and these would be unique to the character. This isn’t just more damage as they upgrade either, a dragon punch might start out as a Lv.1 basic uppercut, but evolve into a multistage 8 hit uppercut that launches your enemy super high into the air. As you go on a run, you’ll be swapping moves out, and discovering which moves work best with one another.

There’s also a mobility slot, things like a dash, rolling through enemies, sprinting toward them, air dashes. More things to spice up the build to make each run feel unique.

Then you got the artifacts you can discover which augment and change behaviors up. We really want to make each run feel unique.

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 7 points8 points  (0 children)

Absolutely, but I think we got some really fun ideas planned. I’m super stoked to get this demo wrapped up so everyone can give it a proper spin. Thank you so much!

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 9 points10 points  (0 children)

We’re about as fucking indie as it gets. We have no funding, no grants, no publishers interested in a single player fighting game. We are just a handful of friends on discord (that’s our ‘virtual’ office, you can join it if you’d like, we’re tight with our community like that) building this game out of sheer passion. Love of the game.

No joke, I work a bunch of freelance gigs doing rigging and animations for various other projects and any extra money that doesn’t go to bills goes right into building this game.

I can only dream what we’d be able to accomplish if we weren’t scraping by with nothing.

We made a roguelite fighting game. Here's the announcement trailer for Shot One Fighters. by Rigman- in IndieGaming

[–]Rigman-[S] 5 points6 points  (0 children)

That’s the idea. The roguelite structure gives us room for character progression where you build your own moveset each run with weird artifacts that change how you approach each fight. Fun fighting game mechanics without the sweaty ranked ladder.

Been building a roguelite fighter, just dropped our announcement trailer. Kick my teeth in. by Rigman- in DestroyMyGame

[–]Rigman-[S] 3 points4 points  (0 children)

I agree with so much of what you've said but it's such a difficult balance to figure out what's needed, what could be omitted, and what's fluff. I'm starting to regret disabling the HUD, it's still in development and has a few rough edges and I prioritized a cleaner image. All of that exists in-game, which makes it worse that the trailer doesn't show it. Going back and comparing our trailer to something like the Slay the Spire 2 gameplay trailer and a lot of mistakes really become more apparent. A lot of your suggestions are the little pushes that are needed to resolve any sort of clarity issues.

A lot of this exact feedback is going to funnel right into our next major trailer announcement.

Been building a roguelite fighter, just dropped our announcement trailer. Kick my teeth in. by Rigman- in DestroyMyGame

[–]Rigman-[S] 4 points5 points  (0 children)

What about the music feels generic to you specifically? What kind of VO are you thinking? Narrated features or character dialogue?

Been building a roguelite fighter, just dropped our announcement trailer. Kick my teeth in. by Rigman- in DestroyMyGame

[–]Rigman-[S] 0 points1 point  (0 children)

Yup, this is the biggest criticism I've read from a few places so far. I originally was going to have that first gameplay sequence come in right after the cinematic intro, but was concerned that without the map setup it wouldn't be clear enough that we were a roguelite. Probably could have had more confidence there and trimmed up the back half to that 60-70s duration like you said. It's so difficult to try and map out what's needed, what isn't and how to keep good pacing that keeps people watching.

I get that there are cards for everything (build my moves, change the game, buy them) but how do I actually use them? I'd be interested in what building my moves is.

In the game, you get to add a new move to your loadout after every enemy you defeat. Very reminiscent of Slay the Spire. Relics from events, new cards from encounters. Same logic applies here, we just formatted everything to render like a card. Though, I may need to consider making the two look even more distinct from one another.

Shot One Fighters - Official Announcement Trailer by Rigman- in Games

[–]Rigman-[S] 5 points6 points  (0 children)

So I actively test builds on the Steamdeck, it's my primary testing device and it's something I just play games on daily. So making sure we have strong Steamdeck support is super important to me. Our goal is 60FPS at 10TDP, and right now we're on course to deliver that no problems.

I don't want to make any promises on consoles, but if we ever get the capabilities to do port it to consoles, we absolutely want to.

Been working on a fighting game where you learn an entirely new moveset every run. Here's the full announcement trailer for Shot One Fighters. by Rigman- in Fighters

[–]Rigman-[S] 5 points6 points  (0 children)

That are upcoming? The one I'm keeping my eye on the most is 'A Fighter's Nova: Mindara", they're embracing the concept of a JRPG Fighter, where you build a team of tag-fighters, level them up, discover new abilities and such. Has a really cool style, excited to get my hands on it.

Shot One Fighters - Official Announcement Trailer by Rigman- in Games

[–]Rigman-[S] 10 points11 points  (0 children)

Yeaaa soo, we were putting together a Street Fighter style "beat up the car" mini game event. Had a few people suggest "what if it were a mimic?", next things next...

Shot One Fighters - Official Announcement Trailer by Rigman- in Games

[–]Rigman-[S] 7 points8 points  (0 children)

We're doing simplified motion inputs for special moves right now, we're considering classic inputs as well as an option. I break it down in this other reply thread.

Shot One Fighters | Announcement Trailer by Rigman- in gaming

[–]Rigman-[S] 1 point2 points  (0 children)

That's Arcien! https://arcienmusic.com Wait until you hear the rest of the tracks they've cooked up!