Living Corpse wrote:No he doesn't want it to be broken like it was in GU. In GU there was a weird glitch where if your energy is empty it used both the stron and weak version at the same time. I've beaten the game in 19 minutes doing nothing but using his Horn Katana on everyone.
The knockdown system in G:U worked like this:
1 - Light attacks cannot knock down.
2 - If a Heavy attack takes away the last of your life in the current health cell, you are knocked down.
3 - If a Heavy attack his you while you are already staggering from a heavy attack, you are knocked down.
#3 was a pretty awesome way for 2-on-1 battles to just dominate opponents. That was the intent. It was generally impossible to land 2 heavy blows during one stagger reaction (not if you used certain power surges...).
When Destoroyah was out of energy, he switched from his regular Horn Katana to a low-damage version. It was still a heavy attack, but it dealt almost 0 damage.
Unfortunately, due to a script bug (probably my fault) when his energy was low he would file BOTH versions of his Horn Katana. This means he would hit you with 2 heavy attacks on the same frame - causing instant knock-down. Every time.
A terrible, terrible bug.
Oasis_S wrote:Oh, I should clarify: I don't have any problem with the heights of the monsters in-game. But in the manual or WHATEVER the heights are actually given WITH NUMBERS. And some of them are pretty strange.
I might not be certain about this - I thought I wrote all the manual text, but I would never have given MOGUERA's height as 120m...
This is actually a great example of a simple thing that we can get EXACTLY RIGHT in this new game. Just mention that someone cares about exact heights, and we'll make sure they are exact. Boom.
Also, Anguirus used length, not height. Obsidius (and other monsters) used the height of the head in idle - if he stood up straight he'd be closer to 110m.
Godzillakuj94 wrote:One thing I hope Mr. strange can fix is the way that Godzilla 90's and Godzilla 1954 walked. They walk too human-like, maybe make it so they walk like they do when they are charging your energy.
This is another fantastic example of the sort of feedback I want to hear. Walk cycles are difficult to animate, and once set they have to match up with all of the other moves - so it's generally not reasonable to change them once the game is fully in-progress. Can you put together some video clips showing the steps you want, and maybe some examples of the step-style you object to? This is a perfect topic for the community to discuss and reach agreement on.
godz wrote:I'm a little confused on how all the "packs" will interact with each other. Lets just suppose for this question's sake here's what we have:
Toho Pack: Godzilla, Rodan, Anguirus, Ghidorah, Gigan, MechaGodzilla
Daiei Pack: Gamera, Gaos, Guiron, Barugon, Zigra, Legion
America Pack: King Kong, Rhedosaurus, Cloverfield, The Blob, US Godzilla
Yes, shitty rosters, I know. Now. Will each pack have their own independant story line? Could Anguirus do the Daiei storyline? Will monsters only be able to fight outside their "packs" in a versus mode? Or am I just way off completely?
Each game is composed of 3 parts:
1 - the story / fight sequence of the single player game.
2 - the monsters
3 - the locations
When you start up Kaiju Combat, you'll use a launcher screen. (Check out NC Soft's launcher for a good example.) On that screen, you'll select the game you want to play. Item #1 is fixed by the game you select. But there will be boxes to include monster / location content from other games.
So, if you play story mode StE and include the Gamera pack... you'll still get the same monsters battles, in the same sequence. The only change will be that you can play through the StE story as one of the Gamera monsters.
If you choose multiplayer, you'll be able to use any monster you've purchased against any monster your opponent has purchased.