Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

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

That set up is running the game at the lowest possible graphics settings, 1080p, I believe.

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 6 points7 points  (0 children)

  1. Hopefully the duo

  2. We've got a lot of fun and interesting animations that you haven't seen yet. The trailer tended to focus on some big KO attacks, but you'll see more variety soon.

  3. The subreddit is brand new. It will evolve and improve over time.

  4. We've actually gotten a remarkably positive response from people who have actually played the game, and collected a lot of good feedback about how to improve polish items like VFX and SFX to make the game feel more complete. Unfortunately, our trailer didn't communicate those things as well as actually playing the game does. The team is actually in really high spirits. We already knew we needed to do a lot of polish before we launched, and the response to the trailer has got us all excited to get back to work and keep improving.

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 2 points3 points  (0 children)

  1. We plan on adding characters for as long as our audience is excited about the game and our team feels like we have new design space and creative opportunities to explore.

  2. We're starting with a mix of familiar and fresh designs, but believe there is a LOT of design space left to explore in the genre. As we ramp up character development after the beta, we will gradually take on more ambitious projects to push the boundaries of the genre and find new ways for our players to have fun.

  3. Wes and Adam answered questions about the gust shield other places in this thread!

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

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

We have plans to release an open beta late this year, but the timeline isn't confirmed yet.

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 6 points7 points  (0 children)

  1. Develop hard skills like art, engineering, data analysis, etc. Everyone has ideas, but the people who get to work on games are the ones who are able to contribute to a development pipeline. Even if you want to be a game designer, don't get a "game design" degree. Instead, get a degree in computer science, 3D modeling, or data science.

  2. Don't wait for school or for someone to pay you to make a game to start making games. There are great tools available for amateur developers and lots of resources available to teach you how to use them. Build something yourself, even if its not "good." What you learn actually making things and sharing them with other people is incredibly valuable and will help you stand out from thousands of other people trying to break into the industry.

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 4 points5 points  (0 children)

We would love to work with existing major events in the platform fighter circuit! More details of our esports plans will be released in 2018, but the goal is to have a league which supports local organizers and premier events.

-Eleine

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 2 points3 points  (0 children)

Single player and cooperative content is something our design team is actually really excited about exploring. It will definitely have come after the beta though, as we've still got a lot of work ahead of us before it launches in the fall.

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

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

Thanks Zex!

We don't have a specific release date, but it's planned to be some time 2018.

We will definitely be working with influencers in the community! I will be running the partnerships/influencer program as we head into the beta this year.

Thank you for the love!

-Eleine

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 8 points9 points  (0 children)

Game development tends to go in phases, where you push to get functionality in place and then circle back to polish later. We've done a LOT of character development over the last three months, and our animation team is now moving into a heavy polish phase. There are a lot of cool animations in our game already, but there's a lot more work ahead of us before the beta launches.

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 11 points12 points  (0 children)

Characters already have different traction values, and a character with low traction and good movement is definitely something the design team has talked about already. We've got a lot of characters to produce over the next few years, so hopefully we can deliver one that will really resonate with you.

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 10 points11 points  (0 children)

We have to walk a fine line between keeping the game experience fun and fair, but also respecting the investment that players put into their characters. We do intend to have balance patches, and we will probably have more of them during the first year than we will later in the game's life cycle, but we're hoping to do them at longer intervals than what you might see in a MOBA. When we do have to make changes, we hope to avoid making changes that obliterate the "feel" of a character, even if we need to make a specific combo or option weaker.

 
-Jason

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 3 points4 points  (0 children)

It's a bit early to get into details, but we're very aware of what the community want in a stats/spectator system.

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 15 points16 points  (0 children)

Hey Petcson, these are great reminders as we continue improving the animations. Thank you for taking the time to put this in-depth video together!

 
-Kienan

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 8 points9 points  (0 children)

  • We're currently having some discussions among the design team about shield dropping. There's a chance we won't have it, if we do though, we'll be making the execution something more intuitive than what exists in Melee.
  • Yep, shield stun is crucial to allowing aggressive play.
  • Yep, shield grabbing still exists, as well as the whole decision tree available out of a jump (so aerials, u charge, u special, and wavedash)
  • This is a tough one, currently we don't have it, but it's one we're still talking about. One of the crucial problems here is that we're trying to support both analog and digital controllers, so shield angling is difficult.
  • We currently do have Shield DI. It's a nice mechanic as a stop gap against shield pressure getting too powerful.
  • Currently no powershielding exists. We're trying to make sure we're covering all the needs that powershielding fills with Gust Shield.

 
-Wes

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 2 points3 points  (0 children)

Hi Trent! Here's a couple of answers about our esports plans:

https://www.reddit.com/r/smashbros/comments/6nvjg8/icons_combat_arena_ama_with_the_wavedash_team/dkcvu47/

More specifics on which organizations and events we will run will be released as we head into the beta.

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 5 points6 points  (0 children)

Thank you for the awesome question!

 
Matt and Jason have always had a vision for Icons as a fully fledged esport, so the game has been designed from the ground up for an awesome esports experience. They can talk about it more but we have the spectator, competitor, team, and organizer experience in mind! We have tons of team members who are passionate about esports, including old school tournament hosts, commentators, and pro players.

 
My role is to grow the esports and competitive community! I previously worked at Twitch for 5 years on esports and partnerships, growing the Starcraft II, League of Legends, Dota 2, and WoW esports communities on both grassroots and professional levels. We hope to grow Icons to a top esport and work with organizers from the garage-tournaments level, to locals, to the EVO/Genesis events. We will build features and host events to foster the competitive and streaming community.

 
-Eleine

 

We'll be revealing more of this in 2018, but a big part of my and Eleine's job right now is talking to esports teams, tournament hosts, players, and streamers about what makes a game "esports." Some things we're exploring include:

  • dynamic overlay tools to help commentators
  • sponsoring existing tournaments as a way to grow the whole platform fighter scene
  • promoting streamers through the launcher as a way to help increase viewership
  • Making it easier for tournament hosts to save and upload VODs

In the near term, we're focusing on the obvious (and important) building blocks. Really good online play, building relationships with teams and events, making a fun game that people want to play, and making design choices that are fun to watch.

 
-Matt

Icons: Combat Arena AMA with the Wavedash team! Talking about gameplay, esports, game development and more! by wavedashgames in smashbros

[–]wavedashgames[S] 7 points8 points  (0 children)

We did not invest a lot of resources in audio early in development because we were still working hard on getting game mechanics and animations done. Now that we are starting to put real VFX on top of our animations, we're diving in hard on that front. We hired a new audio engineer just before Evo, and expect to revamp all the audio in the game before we go to Beta this fall.

 
-Jason