

matrix wrote:I hope that we can start giving preview builds to contributors around September-Simon, does this mean beta starts around september, or you will release pics/a trailer for it around september?

Supergeon wrote:matrix wrote:I hope that we can start giving preview builds to contributors around September-Simon, does this mean beta starts around september, or you will release pics/a trailer for it around september?
A lot of the questions you are asking have been answered already matrix. Not to be mean, but just do a little digging around.
September will be the soonest that contributors will receive a ROUGH build of the game in progress. Nothing has been stated for pictures or trailers. I'm assuming as contributors we will be under an NDA as far as posting or leaking information elsewhere or capturing video and putting it on other websites other than the projects private forums.

Supergeon wrote:I'd like to touch on something that was brought up earlier on in the discussion. The idea that the more a monster gets hit may build a third meter probably a rage meter.
My idea is that as you get hit, the meter will spike at each hit instead of continuing to build incrementally akin to a Street Fighter super bar.
Each hit will make the meter spike more, so the attacking monster wants to deal damage but be wary of the rage meter. The defending monster wants to reduce the damage taken, but if they are in a tough spot they can take advantage of where their rage meter is at before it goes back down. Try to visualize each spike in the meter like trying to fill a meter by tapping a button as fast as possible, each second that you are not pressing the button it is already decreasing at a rapid rate right?
What will the defending monster be able to do as the meter fills? I propose that there are three sections of the meter and that the more the meter is filled the more options are available. Think Unholy War by Crystal Dynamics for PS1. http://www.youtube.com/watch?v=R8tS6VPYCYc start viewing at 2:26
First section- A stronger or EX version of a normal attack
Second section- A unique advantage or buff. Defense/Health/Attack/Speed boost that would expire over time.
Third section- Rage attack such as Final Breath.
To avoid abuse/overuse of rage you may either need to trigger "rage gathering mode" somehow, and it would probably have to have a cooldown of sorts.
Any ideas to expand on this?

Supergeon wrote:Good bring up. I was hoping to start some conversation on this tonight.
Maybe the rage will be half blue and half red, when on the offensive it spikes towards the red side and gives you offensive options
Lvl 1 EX attack Lvl 2 Attack speed boost, Attack damage boost Lvl 3 Rage
..and on the defensive it tends towards the blue
Lvl 1 Quick dodge Lvl 2 Beam defense boost, Melee defense boost Lvl 3 Rage


Supergeon wrote:I guess so? Maybe the defensive rage could include limited invulnerability time (starman from mario), I would say G2K's atomic shockwave rage could be considered a defensive rage with all of the push back. It is 12:32am where I'm at so I am not necessarily in the best thinking mode right now (long work day, followed by another long work day!)
UltramanGoji wrote:Brody wrote:Let's say I've been a part of the kaiju community before most of you were allowed on the computer, ask some of the veteran members of kaijuphile who Deoson is.
Ask all of us if we give a shit.


Mr. Strange wrote:We could also have attacks which drain the opponent's rage meter?
ゴジラ wrote:...Or possibly no health damage at all to make the battle go on long enough so that the player has the chance to use his/her rage attack?


Oasis_S wrote:Mr. Strange, you mentioned only having maybe a couple cities. I'm guessing Tokyo and New York?
Will the idea be more like in G:U, where stages are meant to feel more varied by offering different... atmospheres? I was going to say maybe a stage inspired by that CRETACEOUS SCENE in Rebirth of Mothra 3 would be nice. Having little tiny dinosaurs walking around and what not. Pterosaurs in the air. Though, I'm not sure going from designing BUNCHES of buildings to designing LIVING, ANIMATED THINGS is the best of trade-offs. Plus if they were interactable, that could only mean SQUISHING.
You also mentioned an ocean level, and immediately I thought it'd be neat if you were actually UNDER THE SEA, stomping through coral reefs, with whales and schools of fish swimming around. Whales could take the place of UFOs, and instead poop out power-ups.
But again there's that problem of interaction.
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