Hello everyone !
I'm doing a fighting game, this is called
PRIDE.
Why PRIDE ? Because the pride is
omnipresent in fighting, and fighting games. Every character in fighting games has that big ego, taunting, telling or thinking he's always the best.
And it's the same for fighting game players. All that salt, all those stories, they were born from players' pride "colliding".
So ...
The TEAM :
The team is really small, but everyone's a ronin mercenary. Actually, I'm almost doing everything, and taking some freelancers to make the work I can't learn to do (because it's too long or to complex)
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Shaman (me) (France) : I'm doing all the gamedesign, programming, art, 3D modeling, animation, sound effect design and communication lol
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Karnage (France) : my martial artist mate. He knows a lot of fighting styles, is a complete fighting maniac, and so helps designing every move so they have a reality. He determined each character's fighting style suiting to their personality. I usually tell him "ok for this guy, his high kick must have a big hitbox straight in front of him", and then, he answers "ok what do you think of that ... big front boxing kick, braa". And it's usually perfect. He's the one being recorded for the 3D animations.
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Yoni Collier (UK) : this man is the game composer. We are working a lot together, he's playing a bit of guitar, keys, and mainly composes. He did the musics. For the tracks needing big guitar shred and stuff, we called his friend Chris.
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Chris (UK) : Chris is a UK jazz guitarist. He's touring a lot across the world. To have solos on the character tracks, we needed him. So I took a flight to Yoni's place in October, and we had Chris come one saturday and do all the guitar parts on every track that needed it. After that Yoni cleaned the parts and integrated it to the tracks.
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Boonpeang Brown (Thailand) : he's the Sagat of the group. Boonpeang is programming the netplay - The matchmaking aspect, static with php and sql queries, and the ingame netplay, that will include a very light offline input delay (probably 3F) on everything and rollbacks, to hide the lag.
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Saori Goda & Yoshi Amao (Japan - America) : those guys are dubbing the game. They are japanese actors and voice actors, expats in New York, and members of a samurai show troop. Yoshi Amao is also animating some random japanese shows, where people get covered in water and everything has flashy colors.
Then a brief synopsis :
It's a kind of X-Men thing. Once in the past, there was a war opposing some humans that have superpowers, and some that didn't but mastered technology. The humans that weren't 'godgiven' won that war, killed almost every men, jailed some other men in an underwater sealed prison, and exiled the remaining people in a distant continent.
After that, a man, which had a great power, managed to flee from the submarine prison to the continent, and led the second war to gain back power on the technology people. After that, new generations of mixed people lived and died in that world.
Okay let's not be boring, nobody cares about fighting game stories. It's either too basic and stupid to really take seriously, or too complicated for a fighting game !
The Gameplay :
This game is going to be greatly KOF (13) inspired. There will be :
- It's 1vs1, but you have 3 lifebars one on top of the other, meaning when you get K.Oed the other guy keeps his life advantage.
- Kof movement options (hop/jump, normal/super jump if down or dash is detected before the jump, running, rolls, backdash)
- When getting knocked down, a special "drift on ground" animation will be available instead of the kof tech-roll, by holding "forward". This animation will be special cancelable (think, knocked down, drift, reflex dp), but the weak spot is that you can get grabbed off it, and you have to hold forward, which means the guy can do an ambiguous crossup, harder to block because you are on the forward position on the stick.
- The Stock gauge to use EX moves, supers, level 2 supers, guard cancel roll and attack
The main difference with KOF13 will be that :
- The drive gauge is called Overdrive instead of Hyperdrive (BIG CHANGE)
- The drive gauge is used to make a drive cancel or two (cancel a special move into another for 50% drive).
- When the gauge is full, you can activate your Overdrive mode. Instead of KOF13 which had Hyperdrive, allowing to do repeated drive cancels, giving this gauge a damage purpose only, overdrive is character dependant. You usually can cancel a normal move into the mode activation, but after that, either your overdrive gives access to something to combo (some characters can by using it cleverly), or it's over. Every transformation is powerful, and I'm trying to create a meta where you might prefer to keep your overdrive to transform when your character activates.
- Last but important : each character has a passive ability. Kartaj's normal-form passive ability is "EX special moves use 150 HP instead of 1 bar", and Red's passive ability is to be able to do Just Defends on the ground and in air (they only give some meter/life/guard bar, but you can JD in air whereas nobody can block)
Let's now talk about the characters and throw some of the videos.
KARTAJ
Sprite animations :
(The first animation is doubled in size, it's the size used for the pre fight intros. And it has too much frames. Second one is actual gameplay sprite)
Kartaj's main powers are water.
Kartaj died once in the game prequel, he met a demon in the underworld which made a pact with him. That pact allowed him to instantly revive from his death, and he gained the double edged ability to use the demon's energy in exchange for giving a small part of his soul to the demon each time he would do that.
But the soul never regenerates. The more he uses the demon's powers, the more he vanishes from the living world, and the more the demon itself reincarnates in his body. Upon using the whole soul, the user eventually disappears and the demon reincarnates in his body.
Kartaj has 2 forms :
- In normal forms, his EX special moves use HP. Those super special moves consume the lifebar on startup, as a Focus (it's consuming, but if you don't get hit it comes back very slowly). Visually, those move replace every water he's using by blood and make some nasty fishbones appear and break on impact.
- If he does qcb,qcb+K and for 1 stock, he can switch into a demon-fueled form of himself. In this form, his basic special moves are the demon empowered ones, and he can now use EX demon moves for one stock, which are even more cheated. In exchange, he has a 30% more damage taken penalty so he is in paper. (<- Not done for the moment)
Kartaj's Overdrive mode :
BUBBLE SHIELD - Kartaj's overdrive activates a shield around him. The overdrive bar goes down very slowly, but :
- If he takes damage, he doesn't lose life but instead the overdrive bar lowers.
- He can burst in "non ranbu moves", by pressing C+D in the middle of a combo. That will end the overdrive, make the bubble burst, and do some damage to the opponent, depending how much the bar is filled when bursting. Bursting when there's one pixel left in the bar does almost no damage but still it's a burst so it's useful.
- When he's in normal form, and uses a demon EX move, the life is removed from the overdrive bar. He can make his own shield explode and do one more juggle hit by doing the right combo and finishing the shield with a demon move.
Kartaj's soundtrack changes when you swap from normal to demon. Both tracks have the same bassline and drumline so it can crossfade without going to back to the beginning.
Normal Kartaj track
https://soundcloud.com/xavier-le-baron-1/pride-normal-kartaj-theme/s-vfje4?in=xavier-le-baron-1/sets/pride-musics/s-lQuZN
Demon Kartaj track
https://soundcloud.com/xavier-le-baron-1/pride-demon-kartaj-theme/s-HinAe?in=xavier-le-baron-1/sets/pride-musics/s-lQuZN
Character Select Theme
https://soundcloud.com/xavier-le-baron-1/pride-character-select-theme/s-f066T?in=xavier-le-baron-1/sets/pride-musics/s-lQuZN
Red's Theme
https://soundcloud.com/xavier-le-baron-1/pride-red-theme/s-Jfo9B?in=xavier-le-baron-1/sets/pride-musics/s-lQuZN
Game Introduction
https://soundcloud.com/xavier-le-ba...n=xavier-le-baron-1/sets/pride-musics/s-lQuZN
RED
Sprite animations :
I'll tell more about Red soon !
Ingame footage :
So ... At the moment, I'm working on adding Kartaj's missing moves :
- ground CD/air CD/air normals/sweep
- D throw
- Air dive rekka special move
- The supers
![image]()
This shows the normal, special moves, overdrive (which is not finished at this moment), and some combos.
I'll use that topic as a devblog, since I want to open the game website when there will be a demo.
Plan :
To create a demo with one stage, (the one in the videos), 2 characters, and the online mode.
With that, I'll open the game website, do some of com then create a Kickstarter campaign.
EXTRA INFO
Some sketches for future characters people will choose the 3rd developed one from - These are really first versions, some things are missing, especially their stances and stuff (it's just because it's cool to drop the programming and model future characters) :
Frank, the Rockstar
(probably the most finished model of the 3)
He's a muay thai user.
His power are soundwaves, he can amplify his hits by throwing sound inside the opponents' body. Expect big impact sounds.
Has a guitar rekka with variations.
His Overdrive mode is called "Solo", he does x2 guard crush on every normals and has more possibilities to connect the guitar rekka into itself.
The OD bar drops a bit quicker when he does a normal on guard or uses the rekka into itself.
![L5uFY69.png]()
Sosa, the Godfather and minister of Defense
(He lacks an antimatter sword and a cigar)
He's using military karate, and his sword which was offered to him in his youth.
His powers are teleportations. And he also uses the sword, which is made in a special material able to shapeshift a bit.
Has more of zoning hits, with lots of range but is less combo oriented than the others, except in Overdrive mode.
His Overdrive mode is making his dash disappear on the first frames instead of running, a la SF5 Dictator, and he can dash cancel every normal/special move he does so that means cool combos. The OD bar drops a lot when doing a dash cancel, like you probably can do only 3 or 4 max.
![1oMi5r5.gif]()
Meline the hot-blooded snake woman
(Will probably remake everything visually on this one)
She's Frank's girlfriend, and the singer in the rock band which you can see in the stage stage (lol) background.
She has the power to materialize living creatures, but it's too hard to completely master that so she only knows how to create snakes. They are more like "in energy snakes" except when she's in Overdrive mode, at this moment she really creates living independant snakes (like Orochimaru in Naruto).
She's using the Snake art Kung-fu. She has 2 stances : Bite (which is more about fast, close hits with lots of cancel and frame advantage on guard / fast and movement special moves) and Constrict (which is more about moves with more range but cannot cancel, and have lot of frame advantage on hit only / throws and long range special moves). Changing stance changes the punch normal/command moves and the specials.
Her Overdrive is the Snake queen mode (her sprite changes), she gets a big snake around her chest, and 2 medium snakes going like a helix around her arms. Gains a lot more range on her punches (think like Dhalsim, the snakes go straight in the punch trajectory and then come back), also the punch special moves are upgraded in each stance, and she does more stun on everything that hits.
The OD bar goes a bit down on each normal move and upgraded special move she throws, so that means the bar will probably almost not decrease over time.
The last one is Masao, a cyborg from the army which was a thunder/electricity user, but got abandoned on the battlefield (by Sosa) and greatly outnumbered by the enemy. He was then left almost dead, with only his electricity powers artificially maintaining him alive. He got saved and rebuilt by Pr. Tezla, fueling his cyborg body with his own electricity powers. More on Masao when I finish modeling him, let's not talk about things that don't exist yet
ALSO .... More soundtrack since someone likes it
In the versus screen, a player which loses 2 times in a row will be able to choose the fight's music by holding start after picking his character. Why 2 ? Because the challenger always has his character's music playing first, then he can choose not to be bored by his music again.