Godzilla 2000 wrote:tl;dr is just l33tsp34k for "you talk too damn much."
I wrote:skreeonk the Dave the isn't footings happen
GIGAN05 wrote:Time to finish what we started ^^.
Well now that i have a moment to talk, i might as well tell you guys about what else i have planned so far -
Unlike before, Biollante (both) will be playable without modifications and Final form will be regular size.
For executable commands (specials), the wiki used to just spell out the command (example: Up, Down, Forward, x)
Now they will show images of the buttons (example: )
AND yes - they will be easier to execute than last time, and beam weapons (or certain others) will consume energy, unlike before.
I also have plans for a "Rage" move that can be executed when your Energy is at maximum (you'll start out with probably 1/4)
Another new thing is a Stat grid for each monster. Before, it just boringly gave out the stats (example: Attack = 300)
Blue = Health
Yellow = Energy
Red = Attack
Green = Defense
Purple = Speed
Now, the above is a template, so it doesn't really go to anyone in particular. If anyone's interested in how the grid system goes, this is how it will:
For Health: 1 Bar = 800 (Max 4800) [Standard chars are around 1000-2000]
For Energy: 1 Bar = 1000 (Max 6000) [Standard chars are around 3000]
For Attack: 1 Bar = 200 (Max 1200) [Standard chars are around 200-400]
For Defense: 1 Bar = 200 (Max 1200) [Standard chars are around 200-400]
For Speed: 1 Bar = 0.5 (Max 3) [Standard chars are around 1]
These statistics obviously tell that these versions will be stronger than the previous - Making them more formidable against non-TGTW chars.
Ghost Godzilla will be returning as the special Release Edition character - which will be released as planned before, at release in a chatroom that will be revealed closer to release.
This new setup is going to organize the monsters by the Factions, instead of whatever the hell i feel like. So if i make a mistake, tell me about it. Also I'd like to have an even amount of monsters per the main 4 factions.
After going through the completed/almost completed sprite sheets of the unconfirmed monsters, here is a list of possible applicants:
King Kong (Toho's)
Maybe another Shin Godzilla series monster?
Possibly a Neo Genesis series monster? (Basically my version of Gigan05's Shin Godzilla series monsters)
Again I'm not going to think about who will enter just yet, but you have an idea of possibilities. Though i bet at least half of them will make it regardless. I'd assume the most wanted monsters will be higher priority than those who aren't as much.
Now here's a big one - the monster's AI.
I've been pluggin' away at YouTube for instructional videos on how to further improve my char making skills, and i realized that doing AI isn't as hard as i thought. Anyways, I'll be giving them AI instead of them doing random actions like before.
Another note I'd like to make is that i know how to basically lock a human player from using a Boss character's moves, or the char entirely, making them CPU-only characters UNLESS someone of course edits the character. But don't worry, i won't do that to Shin Godzilla.
Will Shin Godzilla still be the final boss?
I honestly don't know at the moment - again, it's too early for questions like that.
The expected roster size? Well, all i know is that it's gonna be bigger than 10, but definitely less than 50 (excluding DLC if i even decide to do that many :s). But i also need to consider the Factions (as i want the main 4 to be of equal sizes, if possible), and how many will be in each - Such as if i were to have a 32 roster size (excluding Special or DLC monsters), I'd get about 8 monsters per faction (excluding the Special or DLC factions).
Another thing I'd like to include is multiple boss monsters. As i mentioned before in the AI section, many of these boss monsters would be CPU-locked (as i call it), and humans will not be able to play them to their fullest potential (or at all) without modification.
Now, I'm not saying this is confirmed information, as I'm still considering it. But if i were to give a few examples of such bosses, i really couldn't tell you. I was picturing a Giant Titanosaurus (which would need less frames than say an actual character), or maybe Flying Spacegodzilla? I'd really have to think it over though.
Now, there's a possibility for an intro to even play - Reason i mention this is because i downloaded a mugen pack about a month ago (before i decided to renew TGTWR), and it had an intro before the menu screen. I didn't really think about it at the time, and i deleted it, but i can find it again easily. I'd have to investigate on that. I'm pretty sure the intro was just a storyboard though but still better than nothing.
Umm, i guess that's all i have to say at the moment... Anyone got any other suggestions?
I want to mention exactly what the "CPU-Lock" is and how it actually works:
when making a char's executable commands, you choose the buttons that you want to press in order to execute the command, and the time that you are allowed to press them (which i think is measured in milliseconds?).
here's an example:
let's say Godzilla's atomic ray was executed by pressing , And the time allowed is "50".
You'd pretty much only have time to press those buttons in order to execute the command properly.
But if the time was say "300", you could press And it would still work (as the required keys are still inputted in the order necessary, and it ignores other keys)
Simply the more time means the slower you'll can punch them in.
Why does that matter with AI?
Easy. The AI is basically the same thing- where you tell it what commands you want it to do, exactly as executable commands.
Now, the CPU-Lock should be understood about now if you caught on, if not, it's fairly simple.
Simply give it an extremely convoluted command
And give it 0 time to be able to execute it - making it humanly impossible to execute the command. Since CPUs cheat, and don't need time to execute a command, simply put, they're on an advantage.
And that's what and how "CPU-Lock" works.
If one were to want to edit it so it isn't CPU-Locked (which idc if someone does or not), all they'd have to do is change the parameters for time and the input. Not a very hard "fix".
GIGAN05 wrote:Wow, a lot of time is involved isnt there?
If the game isnt finished by November people will have a chance to have 3 tracks from the game in the upcoming tribute album 3.
Yeah, it's very time consuming - If i were to work non-stop on it, i could probably get it done next week, but no, there's no way i can do that.
Well if you recall GMan, some of the tracks are from your other albums, so that essentially means if Tribute Album 3 comes out before the game, it'll be the same deal. Plus there's no reason for you to more work than you really need to.
GIGAN05 wrote:Its ok, as the rooster stands I only a few more tracks to do anyway.
JVM wrote:Anyways I can help? I'm still willing to do Character Bios and such if you guys want, or a Timeline or anything. Apologies I can't be too useful in the gaming department.
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