Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits)

Heyo! Sorry for no updates for a while. I've been busy, but I've been doing a ton of work today! So much it'd be too hard to detail it to you all. But I've added grenades to the moveset, some supers based off of Call of Duty perks, and reworded a good chunk of stuff. Also refining the doc. 

Also, for now I've decided that the character will be named the "Operator".

I also have some concept art from BBoshi Toshi, AKA Usop from the modding discord. Who originally knew me from this post before I joined lol. 

We are getting significantly closer to a finished character. But we're not even at the home stretch just yet. When I finish the normal standing stance (hopefully soon), I'll have to move on and make the crouching stance. Speak of the devil, I'm also giving that stance a different, more defensively oriented set of super grenades. Though they parallel the three I've had this whole time. I'll post all the grenades now as they are the highlight of my recent work besides some ideas for supers. Starting with the only one of them to be a special move and not cost meter, the main medium range projectile of this character, accessible in all stances, the Frag Grenade:

Frag Grenade:
This character’s main mid range projectile. Using this move sends you into a new stance like using nunchuck. You pull the pin of the grenade, which takes a handful of unactionable frames, at which point you immediately become actionable again. You can block, march, and sprint. But you can also wait to hold the grenade. It has a 5 second real time timer before detonating. You can choose to throw it, which allows you to control how it’s thrown via a jump-esque analogue wheel. Depending on the angle and strength you can lob, toss, underhand throw, or even roll the grenade on the ground. Use the predictions to help you aim the throw! Since you don’t throw immediately and can stall, you can also easily airburst the grenade. The actual toss has plenty of startup, but recovers pretty quickly. Allowing you to chase after the grenade. But do note that when you have a grenade in your hand, you can't do any traditional attacks! And so long as you aren't launched into the air the grenade will stay in your hand while you are being hit. So be careful! You can only have one grenade on the screen at once, using the move again will allow you to attempt to grab it, and throw it again. However, the opponent can hit the grenade with attacks to send it in the direction of the attack. And the grenade can harm yourself upon detonation.

NOTE: When holding any grenade that is not thrown instantly, you can use a bar of meter to use “Fast Hands”. A Technique that lets you reset the cooldown of the grenade, as well as (if you choose) throw the grenade with much fewer negative frames immediately.

(Here are the super grenades for standing stance, all of the below are 1 super bar a pop.)

Flash Grenade:
Throws a timed grenade that in its explosion radius does no damage or knockback but inflicts high levels of OTG hitstun. Rolling or blocking is the only means of avoiding when caught in its radius.

Hellbuster Nade:
Instantly thrown grenade that sits on the floor for a couple seconds before sending two nunchuck whip esque projectiles out that multihit and carry the opponent in both directions along the ground.

(Had to edit this one in cause I'm a dummy and forgot it)

Impact Nade:
Simple instant thrown projectile that explodes upon contact with anything for big damage. The grenade itself can be parried which instantly defuses it, but the explosion cannot be parried and does decent chip damage. Don’t throw this one on the ground trying to roll it…


(Grenade related super for standing stance:)

EOD Vest (Level 2):
Makes you immune (armor and no damage) to two of your own grenades. Breaks after those two grenade immunities are used, and can be re-applied.

(Now onto crouching stance grenades. They still cost one bar a pop, but are more defensively oriented.)

(How did I mess this one up! Another edit, another grenade I have to add after the fact.)

Concussion Bomb:
Flips Enemy Backwards like Zephyr, and does lots of hitstun. But that hitstun is only on counterhit. So it can be baited or reacted to by simply doing nothing

Thermite Bomb (Charge Only):
Grenade that’s thrown straight in a slightly lobbed trajectory every time. But sticks onto enemies or surfaces and does minor damage every turn when in its AOE. If you can stick the opponent, they’ll take lots of free damage. Combine that with EOD, and you might even get a combo off of the last few hits of the fire.

Sticky Grenade:
Can’t be cooked, but will stick onto surfaces and players from which it cannot be removed. Besides that works just like a frag. 

(I might make this one not a super. Maybe. We'll see.)

Anyhow, I'll finish this update with a few other supers I had in mind. Some I've had since the beginning, but mostly ones I came up with recently.

Standing Super (I have a couple more I'm brainstorming but this one I've finished):

Precision Airstrike (Level 3): Call in an A10 Warthog airstrike on a specific part of the map via angling where you are looking at through binoculars. Higher you look the further away you will call the strike. The strike will then take a while to happen, but will do massive damage to both the enemy and yourself if you are caught in its radius. No aircraft actually appears on screen, it just fires from above off screen. Hitboxes only appear when the bullets actually hit the ground causing a barrage of small AOE damage that adds up quickly. These prolly shouldn’t be parryable.

Crouching Supers:

Trophy System (Crouched) (Level 2):
Thrown object ala caltrops. But only a single one. When it lands, it will then delete all projectiles in a radius of it for a period of time.

Double Match Grade Cutter (Charge Only) (Level 1):
Essentially a double flash kick. But if the last hit connects, do a scripted finisher that launches and does good damage.

Bomb Drone (Charge Only) (Level 3):
Activates a drone with bombs on it, leaves the main character vulnerable and unactionable, but lets you control the drone like a wizard orb, and detonate it on command or after a certain amount of time like a sticky bomb. Very dangerous high damage attack. If the Operator can find a way to get the plus frames off of crouched moves to combo into this, you’ll be crying.

That's all the cool work I've done today so far. Give me your thoughts! All the people who I've shared the doc with are liking it so far!

I'm also thinking about the taunt(s). There's a lot of good ones to choose from both aesthetically if I wanted to go cool taunt wise and funny if I wanted to go meme taunt wise. So standing and crouched will both have their own taunts!

I think standing will be an over dramatic salute, like Samus's taunt from smash. Or something cool like that.

I'd love to have crouching taunt be a Ghost Stare reference. But idk how to get that to work under these conditions... These mfs ain't got any eyes or any facial features for that matter...

One more special move for the road, and I think this one's quite clever! And given that a good chunk of my planned special moves got demoted to normals, clever shenanigans is necessary. The character needs more tricks and shenanigans for mixups after all.

Unsafe Shooting Activities:
Fire a burst of handgun shots directly above you, with a slightly random but relatively accurate spread. Not only can these hit people directly above you, after a while (and I mean a significant amount of time) the bullets will fall back down from whence they came. Being a threat to both players. This takes a fair bit to recover though, so don't use it recklessly in neutral and stuff, that'd be really dumb. 

Alright I lied I came up with one more the second I finished the last post.

Knife Throw:
Throws your knife straight forward at a high velocity, temporarily removing your access to your knife based moves. If it misses, it falls to the ground like Cowboy’s gun. If it hits, it sticks into the opponent and deals lots of hitstun and damage. You wouldn’t gain access to this move or other knife moves until the current combo is up, so it’s either best as a raw neutral callout like cowboy’s gun or a combo ender.

Ghost would be proud of this one!

New normal, because I realized it was necessary lol.

Toe Stomp:

Fast, low hitting attack with very poor range. I’m talking point blank, grab range. Predicting it with a low block would result in a parry every time. But it should be about as rewarding as ninja kick to hit. Just a point blank mixup tool. 

Anyhow, description for crouching in the movement section of the doc. Doesn't detail the actual crouching stance though. That's getting it's own section in the doc.

Crouch:
Crouch is an important "movement" action that causes you to enter a unique stance that gains access to more moves after a certain amount of frames in real time being crouched. Much like a charge character from a traditional fighting game. This locks you out of a fair few moves, and unlocks a few new ones. Though stuff like the high block would still be usable and set you back to standing. You can also uncrouch at will. Yes, you can T-Bag, crouching and standing back up is pretty fast all things considered. This also allows you to use it as a way to stall without jumping, though it locks you out of a bunch of moves so it’s not foolproof. This also does make your hitbox smaller, so you can use it to cause jumpins to whiff. I’ll talk more about the stance itself and its move in the latter half of this document.