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Apologies for the inactivity, but I've been fighting sickness off and on again since early November. I think I have COVID at the moment, but that's besides the point. December marked the One Year Anniversary of starting development on Violent Sirens. I don't have a playable prototype yet, I'm not rushing anything (especially since I restarted twice in that year), but I'm actually super proud of all I've learned and progress has been faster as I learn more.

Now, let's get to the juicy bits. For the majority of the past two months I've been practicing (and badly) animation, as well as studying theory behind it. I decided to take a break from coding, but in the last two weeks I've been working on a new system. For now, I'm calling this the "Crowd Hype" system. The energy levels of the crowd will be directly correlated to your gameplay, it's like a mixture of the "Spirit Meter" from the AKI Wrestling Games and the "Intrinsic Meter" from Marvel's Avengers.

The basic premise is simple. When you start the match, the meter is very low and the crowd isn't so loud. As you execute moves and action in the ring, the meter increases and the crowd gets louder. However, the crowd isn't the only thing affected by this meter -- your move-set is as well. In low meter values, your moves will be "simple" and not so punishing, as your meter grows, the moves you execute become more brutal looking and inflict more damage. When the meter fills, you will enter an "OverDrive Hype" mode, that allows you to execute Signature and Finisher moves. Since VS is becoming a bit of an RPG, there will also be special abilities or buffs you can execute in different "levels" of the meter, but I haven't fully fleshed that part out yet.

A more detailed explanation, and a video demo of the strikes changing in the prototype code can be seen below.

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