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Yomi Hustle Unofficial Character Concept "Document": (UNFINISHED DRAFT, Version 0.1)

The "Soldier"

The Soldier is a, well, soldier by trade. Wielding a rifle, a small tactical handgun, and while a not particularly excessive, still oddly large spoonful of explosives, as well as a metal exoskeleton under his uniform. Which allows him to do goofy ah super soldier shenanigans. As god intended. The soldier's animations of course should reflect a slick special operator personality. Maybe he's a little full of himself, but it's not unwarranted, he's goofy with it in a good way. If anyone wants to make this character a reality and wants to draw the sprites, if you really hate yourself, you could totally give him stupid comical hair for him to mess with in his taunt. As god intended. But that's optional as I value human life. But above all else I would want him to match the other characters aesthetically. And really I'd rather see him become functional, and then be given proper animations and whatnot after, god forbid animations come first and they have to be changed. That sounds hellish. Maybe give him a hat instead? Idk. 

Appearance (in the context of gameplay): Obviously the character should have some defining traits but fit within the artstyle. This is all conceptual, I'm no good as an artist. Just basing everything off of the principals of the other characters. Though I feel this character is going to be a bit harder to make work in this style due to his nature as an "arsenal" character with guns that are meant to be more on the modern or even sci fi side.  Much like the cowboy he's going to have a weapon (two and a half really) that need to be their own color compared to the main body. Which of course should probably be about the same as the current 3 characters. Though you could incorporate the boots and/or combat uniform to further differentiate the character from the others. He has prominent kicking moves so boots might be warranted. I deliberately detail that the exoskeleton is under an outfit specifically because I'm sure it'd be an inconvenience to animate otherwise. There should also be a small holster on his waist somewhere. Somewhere for him to put and draw his handgun from when going in between stances. Speak of the devil, I'd like the handgun to be either modern blocky glock esque pistol, or funky sci fi pistol. If the former, it's a little 9mm. If the latter, it's a funny little laser gun. Either way you get the idea.

The Soldier also has a rifle on his back. You prolly won't be seeing most of it in his normal animations but for the record, I imagine it being a modern looking bullpup rifle. I decided it should be bullpup for multiple reasons. For one, bullpups are cool. Secondly, it can be shorter that way, rifles tend to be big and long, but the rifle's overall size can be made smaller and still make sense if it's a bullpup. This makes things easier. Thirdly, to justify the long reload. Bullpups aren't as quick to reload because of the placement of the magazine. I want it to be believable that this super soldier is super skilled and whatnot because that's the aesthetic. And a skilled soldier can totally reload a mag well in front of the trigger comically quick. But I think the reload for balance sake should be something you have to commit to. But not comically long, the rifle is already not gonna be very spammable as is. 

Main thing here, that is required for this to function; the rifle should be a different color from the main character color, and the handgun and holster should be different colors from that. I imagine the handgun being a darker grey while the holster is a lighter grey for example. 

Blocking, tech rolling, and getup and all that sorta stuff is the same as the other characters. Frankly if it's not mentioned generally speaking assume it acts as you'd expect from other characters. 

Just so you are aware, the idea behind this character is a character that demands good movement and skilled positioning. As well as management of resources, and preparation paired with the usual prediction. This character is acting as both a movement based rushdown character and the """""""charge""""""" character of the game.  

Stance Overview: Standing Stance (Default Stance):
Standing stance is the default stance of this character. In this stance Soldier's rifle is slung on his back and his handgun is drawn, but held closer to his chest than anything. The moves this stance is capable of doing is as follows: 

Movement:
March: Simple cowboy esque walk, but extra controllable and able to be acted out of after a little bit of startup for the first step or so. You can't use it recklessly at close range or anything but it's good for more precise positioning.

Super Sprint: A more powerful version of the "Sprint" movement tool I'll talk more about later. The animation I have in mind is most similar to Iron Man's dash from Marvel Superheroes. Using the exoskeleton for a big burst of speed. However this is slow to recover after the fact. In return it's free cancelable. It is very fast and covers a lot of ground though.

Jump: Duh, jump. More like Wizard's jump than Ninja's jump though. No flippy spinny. Maybe his max jump height would be worse than average too. 

In the air Soldier can do the following movement shenanigans:

Exo Double Jump: Very precise and controllable double jump Works off of an "air" meter the exo suit runs off of rather than air actions. Recharges slowly when you are on the ground. I'm half tempted to come up with some sort of way to refuel mid air for an air action and meter, but I think using a resource that's more limited than air actions is a notable weakness I feel this warrants having. You use more air the higher or further you jump.

Exo Air Boost: Uses a lot of air, but launches Soldier in a manner similar to Ninja's momentum release. Except you can actually control it directly. In the same way you'd control teleport or a double jump. Meaning you can react out of it very quickly. Very strong, probably in every situation. Should use a lot of air in return. Note that you cannot use this on the ground, that and the air meter are the balancing factor here. 

Exo Air Blast: Uses a ton of air, but in return sends opponents hit in a direction based off of their position relative to yours when they are hit. Basically, if they're below you or something, launch em down. And vice versa. Also deletes all projectiles within range of the blast. It deals no damage but can spike your opponent off of the ground and into the air. Maybe useful in the right scenario. Kind of just a burst with no invincibility though. Maybe it could get a hit of armor for initiative though.

Air To Ground Slide: Soldier falls to the ground and does a slide, the slide goes a different distance depending on distance fallen. This has a hitbox obviously but is mainly a movement thing to chase after people after a conflict in the air. Not super safe if whiffed, hits as a low, but is pretty good on hit. But obviously reactable. This is free cancelable. Because that'd be cool.

Back to movement on the ground:

Sprint: Sprint causes you to enter a "sprint" stance. Where you start moving at a relatively fast pace, but it has a fair bit of startup, but you can react afterwards at any time with a turnaround, a sprinting jump that keeps your momentum and lets you do air stuff but returns you to sprinting when you hit the ground, a shoulder tackle (free cancelable) that would act much like Ninja's drop kick in function (but obviously grounded the whole time) and finally, attempt to aim your handgun. Which would essentially end your sprint right then and there. Sending you back to standing stance. But at the cost of lots of recovery. But not as much as the super sprint's recovery.

Ducking is an important "movement" action but I'll talk about it when we get more into relevant attacks.

That's it movement wise. Obviously backwards movement should have the penalties like everyone else has. This is supposed to be a rushdown character after all. Maybe even make his backwards movement cost air lol. In general I'm trying to make sure that running away and doing shenanigans with his longer ranged attacks isn't valid as a response to the neutral. It should really only be an option when Wizard and Ninja start spamming their projectiles. As this character specializes in anti projectile shenanigans. 

Normal Attacks:
(These are all free cancelable unless stated otherwise.)

Pistol Whip:
Duh. I think this could have a cool animation. But it's basically a pommel, or at best a pre buff ninja punch.

Exo Punch:
Uses a little bit of air, and has a fair bit of startup. In return thought it gets extra range via a burst of air in front of the fist. But also sends you sliding backwards a bit. Decent damage combo ender and poke. Initiative could maybe give this a hit of armor or something. However, in the range where the fist and air hit together, you get a nice sweet spot, which would send the opponent at a nice angle into the air. I think to balance it, it could maybe be just slow enough that if you predict it coming you can wait and do nothing for a turn and parry the hit if they don't whiff cancel. High risk high reward for all parties involved. Using it proactively and predicting it proactively with stuff like initiative DP is the goal here. 

Big Ol Roundhouse:
It's what it says on the tin. Think a Terry Bogard standing forward forward medium kick in Garou if you know that game. Don't whiff it, you'll die. But it's a nice combo starter with good range. Instant cancels out of this would be good. But I see it being predictable to parry if used unwisely. Free cancel resource sink.

Shoot!:
"Today is Friday, in California." "Guh?" References aside relative to what you're used to this is a weird projectile. You cannot aim it, and it doesn't auto track onto enemies. It fires a noticeably slower bullet than cowboy's, in a cone of random spread in front of you. With each shot getting less and less accurate than the last if used repeatedly in a combo or in a row. Low damage, low base knockback. Prolly good at mid range, if only as a pestering tool. More likely to hit the ground or sky than your enemy if you use it dumbly though.

Grab:
Grab.

This is where I'd put air normals, but it's nearly 2 in the morning and I don't find them to be critically important. I also don't have anything in mind.

Special moves, very cool! I'll have much more eventually but in the meantime I'm dying.

Bionic Uppercut:
This move has a switch you can flip that allows you to use it in conjunction with a chunk of air bar to give it a dashing forward effect. Something in between an electric wind god fist, and a Balrog rushing uppercut. A combo starter and a good combo tool in general. Have it send vertically at a suboptimal angle if used repeatedly in one combo though. Give it a hit of armor for initiative and it instantly becomes a big scary ground tool. But pretty rewarding to block or parry. Honestly reckless use prolly wouldn't get good players unless it was used as a initiative read. It'd prolly be at it's best as a whiff punish tool and combo tool.

I planned to do more tonight but it's two in the morning and I'm dying. I'm talking a few types of grenades, some locked behind meter usage, many supers, the crouching stance with it's own shenanigans, how the rifle's gonna work in detail, and so much more. More is coming soon adjacent. So this isn't the finished first draft, not even close. But in the meantime, give me feedback! I want it, I need it, if I don't get it I'll become a plastic explosive. Only god knows what will happen then. I need the feedback, I wrote this in the middle of the night, there's bound to be something wrong with it! In the meantime, I gotta do my english final tomorrow. It's a good thing that I'm damn good at english class. Then I'm done with school till January, so that's fun. Lots of time to slap my keyboard as I usually do. Will be fun. I'll regret staying up this late later. As per usual. 

Sain and Puffering

I'm gonna continue my work on this in a google doc. And then copy paste it here. Until I get to the final version of the doc, then I'll just post the link lol. Stay tuned. 

Finished with school! I'll be doing a ton of work on this come tomorrow afternoon. But I must make emergency repairs to my sleep schedule. So until then, death practice. 

Oh boy! Here I go slapping again! I'll hopefully have a new revision of the character doc come later tonight. Hopefully with more special moves and whatnot. I will eventually get a whole thought out moveset written down. But I'll be pasting the updates here for yall updates as time passes. So you can see my progress.

I like the idea of a charge character in this game. You have to wait a certain amount of frames to execute certain moves and you can cancel out of the charge inputs at anytime. Not sure if that's what you were going for when you mentioned charge. Give that man a charge flash kick that's immune to air attacks lol. Poor Ninja won't be able to get in with all the immunity and armor. Buff my boy Ninja.

I was thinking a rushdown character, who can go on the defensive, so long as he plans ahead. Yeah, there'll be a nice charge kick esque move and a nice projectile attack. The flash kick would be easily dodged or parried if used recklessly though. And it'd still be pretty punishable. It'd be the rifle that you'd want to be careful of. But if you put the pressure on him, he can't ever pull it out. So it's a bit of give and take, where if you don't play the game, man's is straight up gonna pull out an assault rifle and shoot you half to death. Lmao. 

I'd argue ninja probably doesn't need buffs. Even as a ninja main. I quite like how balanced the matchup between Ninja and cowboy is after weeks on end of one sided shenanigans one way or the other lmao. 

This is already a mod.
Check out the modding server, it's just as good as your idea.

I've changed the name of the character to "The Operator". But only because that's more faithful to the source material the character is based off of. Regardless, a character can have the same name and similar aesthetic to another, but so long as it plays differently, it's a different character in all the ways that actually matter.

I can't even find a design doc or anything equivalent for the Soldier character but I've seen footage of gameplay. They look fairly traditional and by the books. Though as I understand it they were made very early on so I can hardly hold that against it. But I wouldn't even know what that character is like.

So no, this character doesn't exist already. There isn't a clone of me running around having the same ideas as me. So this exact character cannot exist already.

That and I'm already on the modding server lmao. 

 i didn't read the non draft version, thats on me
i hope it gets added

Oh I'm not finished yet, we're still pretty far away from a finished draft lol.