(1996) I'm messing around with making a utmv fighting game!my main utmv blog: @daisy-the-spider
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since the old version of this post was flagged for ‘adult content’…
reblog this post if your account is a trans safe space or owned by a trans person!
along with that, reblog if your account is a non-binary spectrum safe space or owned by someone on the nb spectrum!
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UTMV Fighting Game Progress Update #1 - 4.13.25
A ton tbh, but not a ton to show off.
Game development just takes a long time to get out from under the boring stuff, and I haven't had a lot of time to get through an extra long boring part. I've been very busy and very tired, but I'm still cramming in a couple hours to work on this whenever I can sit up at my computer and concentrate.
The other main reason it's taking a while is because I've realized the most effective way for me to learn Game Maker is to take some of the video tutorials out there and write them down into a searchable document, making notes on what each part does to make sure I understand.
And by that, I mean doing this--
--for 20 lessons worth of material. Maybe more.
Which isn't as impossible a task as it sounds. I think the repetition really is teaching me the steps and vocabulary I'll need to navigate programming on my own. Plus, this might be proof that I'm less likely to fall victim to programming fatigue.
I've already followed an actual video tutorial with Game Maker itself (I made an extremely sloppy platformer where Frisk goomba stomps a bunch of Ink clones), but that's not quite enough to etch anything lasting into the adhd putty that is my brain.
Once all the studying is done, I'll hopefully have enough building blocks and forum post tips to stumble my way through a proof of concept build. (And I have a pretty funny idea for cutting down on sprite drawing time, involving Muybridge plates.)
I know I haven't been doing as much of the cool and fun parts of game making like sprite art, UI design, story writing, and feature development. But to be honest, it just doesn't feel like the right thing to be focusing on until I can get basic game functionality off the ground. I've watched way too many projects collapse in my day because the sprinkles outweighed the cake.
HOWEVER! I accidentally let my instagram algorithm know that I like weird industrial/improvised/custom instrument music, and now I'm swimming in it. You can check that out in the MUSIC REF/INSPO doc if you like.
Also here's the tutorial I was using if you, too, would like to lose your mind learning GMVL. It's a little outdated, but it's got some really helpful stuff in it.
Slyddar's Gamemaker DND Platformer Tutorial
I'm gonna keep the doc I'm using to study in a non-shared folder for now, only because I can't decide if it'll divert people away from his actual videos. It wouldn't be right, considering that I'd be lost without this dude in the first place. But maybe I'll change my mind. It could be more of a companion guide. I dunno.
Anyway, seeya later!
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UTMV Fighting Game Progress Update #1 - 4.13.25
A ton tbh, but not a ton to show off.
Game development just takes a long time to get out from under the boring stuff, and I haven't had a lot of time to get through an extra long boring part. I've been very busy and very tired, but I'm still cramming in a couple hours to work on this whenever I can sit up at my computer and concentrate.
The other main reason it's taking a while is because I've realized the most effective way for me to learn Game Maker is to take some of the video tutorials out there and write them down into a searchable document, making notes on what each part does to make sure I understand.
And by that, I mean doing this--
--for 20 lessons worth of material. Maybe more.
Which isn't as impossible a task as it sounds. I think the repetition really is teaching me the steps and vocabulary I'll need to navigate programming on my own. Plus, this might be proof that I'm less likely to fall victim to programming fatigue.
I've already followed an actual video tutorial with Game Maker itself (I made an extremely sloppy platformer where Frisk goomba stomps a bunch of Ink clones), but that's not quite enough to etch anything lasting into the adhd putty that is my brain.
Once all the studying is done, I'll hopefully have enough building blocks and forum post tips to stumble my way through a proof of concept build. (And I have a pretty funny idea for cutting down on sprite drawing time, involving Muybridge plates.)
I know I haven't been doing as much of the cool and fun parts of game making like sprite art, UI design, story writing, and feature development. But to be honest, it just doesn't feel like the right thing to be focusing on until I can get basic game functionality off the ground. I've watched way too many projects collapse in my day because the sprinkles outweighed the cake.
HOWEVER! I accidentally let my instagram algorithm know that I like weird industrial/improvised/custom instrument music, and now I'm swimming in it. You can check that out in the MUSIC REF/INSPO doc if you like.
Also here's the tutorial I was using if you, too, would like to lose your mind learning GMVL. It's a little outdated, but it's got some really helpful stuff in it.
Slyddar's Gamemaker DND Platformer Tutorial
I'm gonna keep the doc I'm using to study in a non-shared folder for now, only because I can't decide if it'll divert people away from his actual videos. It wouldn't be right, considering that I'd be lost without this dude in the first place. But maybe I'll change my mind. It could be more of a companion guide. I dunno.
Anyway, seeya later!
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So according to my controls and inputs post, fighting/sparing would be equally easy. It’s just a matter of picking a moveset at the start of a match and sticking to it.
But the secondary incentive could still be a good idea to make it a little more engaging to keep playing past storymode.
Like, what if you got badges or unlocked an achievement tree with some extra art for setting up certain matches and finishing them a certain way that may not occur in storymode? (Ex - any match between Toriel and Asgore unlocks “Marriage Counseling”. US Paps vs Swap Sans gets “Great and Magnificent”. Making Floweys spare each other gets “Idiot”.) Or for finishing off a certain number of matches with spares or fights? (Ex - 100 spares gets “True Pacifist”, and 100 fights gets “You Monster”, and both gets you “True Neutral”.)
It could either be a greyed out checklist for the player to follow or a more nondescript diagram of blank nodes with hints on how to unlock them—rewarding the player for experimenting and roleplaying.
Does that sound like a good time? Lemme know.
Okay since the utmv fighting game thing is eating my brain like a good old fashioned brain slug…
What if there were an ACT/MERCY mechanic?
Like, you could just beat your opponent to a pulp by depleting their HP. Or, you could do some alternative set of ACT moves that would deplete their will to fight and give you… i dunno, some kinda special payoff.
It’d be harder to do than just punching, like in the original game. And it’d be even tougher to do against more violent fighters (or using more violent fighters), but with a bigger payout. Maybe it’d require pulling off combos to trigger certain milestones (like getting dragonballs in DBFZ… i think that’s how it works?) or doing a certain nonviolent move when an opponent exposes a weakness that you would usually punish physically.
It smells like said reward would require some kind of secondary economy that i can’t picture at the moment bc i just woke up, but i’ll keep percolating on it as i play with sprites.
Feel free to chime in with your thoughts.
#i’m remembering the achievements from attack of the toybots#utmv fighting game#undertale au fighting game#utmv fg#utmvfg#act mechanic#mercy mechanic#mechanics#concepts
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K my life has become slightly less insane, so let’s talk about
SOUND EFFECTS.
Sound effects are obviously really important to game feel, and I’d want the sound font of most menuing and stuff to match the original UT.
But, in terms of combat sfx, I have another idea.
I don’t picture there being many voice lines in this fighting game outside of a special easter egg/reward here or there. Dialogue usually only happens in word bubbles between matches or subtitles during cutscenes.
So instead, what if I could characterize fighters by giving them unique, slightly abstract sfx packs that fit their vibe?
Undyne has very stereotypical heavy combat sounds with some anime stings, someone like Classic Paps or Swap Sans has softer, goofier sounds (maybe an occasional squeaky toy noise if they get punished on whiff). Fresh makes 90s soundbites. Dust sounds like creepy hollow instruments/percussion. Error makes bugged out windows sfx (insert bluescreen gag on whiff). Ink makes woodblock sounds, idk.
It’d be a ton more work, even if I limited it to special moves and counters. And it’d be tough to balance to prevent it from turning into a cacophony of mismatched noise or distracting gags. But it might be a nice touch.
What do you think? Any suggestions on who would sound like what?
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K my life has become slightly less insane, so let’s talk about
SOUND EFFECTS.
Sound effects are obviously really important to game feel, and I’d want the sound font of most menuing and stuff to match the original UT.
But, in terms of combat sfx, I have another idea.
I don’t picture there being many voice lines in this fighting game outside of a special easter egg/reward here or there. Dialogue usually only happens in word bubbles between matches or subtitles during cutscenes.
So instead, what if I could characterize fighters by giving them unique, slightly abstract sfx packs that fit their vibe?
Undyne has very stereotypical heavy combat sounds with some anime stings, someone like Classic Paps or Swap Sans has softer, goofier sounds (maybe an occasional squeaky toy noise if they get punished on whiff). Fresh makes 90s soundbites. Dust sounds like creepy hollow instruments/percussion. Error makes bugged out windows sfx (insert bluescreen gag on whiff). Ink makes woodblock sounds, idk.
It’d be a ton more work, even if I limited it to special moves and counters. And it’d be tough to balance to prevent it from turning into a cacophony of mismatched noise or distracting gags. But it might be a nice touch.
What do you think? Any suggestions on who would sound like what?
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Ooh! What if Y does a juggle starter? It can trip, grapple, or launch an opponent into the air, and you can FIGHT or MERCY from there. It’s a neutral component. More or less effective depending on timing and your player character’s specs.
Thoughts on controls and inputs
I think the biggest reason I’ve avoided playing fighting games despite loving the concept is the control/execution complexity.
I’m adhd and autistic af and instantly forget combos and get overwhelmed. It’s true in most games, actually. I have a habit of picking a favorite weapon/move and mashing my way through. Otherwise, the game becomes stressful instead of fun. I’ve picked up similar accounts from other people over the years.
So how do I make this more accessible without completely neutering what’s largely fundamental and fun about fighting game controls…?
My first idea is to just limit the combos. Don’t make them complicated. Don’t give a million to every character. With so many characters, that’d be an insane burden not just for me to program but for the player to keep track of (it’d likely get boring and samey too). So, the fun factor comes from getting to play as all these AUs, each with a neat little set of moves that doesn’t require too much investment to get your head around. Because that’s more what the point of this project is—being a celebration of the fandom’s creations. I don’t mind not making it into EVO.
Cool. Good. But even a basic moveset without crazy combos still has lots of options for button/key presses. What else?
Another idea I had has to do with the SPARE mechanic. I could divide the control scheme in half. Only use A and B to do FIGHT moves, only X and Y for MERCY moves. Executing those moves builds the FIGHT or MERCY meters, and whichever one fills up first will finish the fight. You’re encouraged to pick one or the other and stick to it, otherwise you’d just be taking longer to win the match and risk getting your ass kicked (or… hugged?) by the opponent and losing.
Even if, say, A and Y were exclusively for jumping and blocking, there’s still plenty of minor combo potential if you pair B and X with other inputs so the combat doesn’t come down to who can mash the fastest.
Still the same signature fighting game feel, just… smaller in scale.
Does that make sense? Am I missing any glaring issues? Pls comment below.
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*puts this in my pocket*
Thoughts on controls and inputs
I think the biggest reason I’ve avoided playing fighting games despite loving the concept is the control/execution complexity.
I’m adhd and autistic af and instantly forget combos and get overwhelmed. It’s true in most games, actually. I have a habit of picking a favorite weapon/move and mashing my way through. Otherwise, the game becomes stressful instead of fun. I’ve picked up similar accounts from other people over the years.
So how do I make this more accessible without completely neutering what’s largely fundamental and fun about fighting game controls…?
My first idea is to just limit the combos. Don’t make them complicated. Don’t give a million to every character. With so many characters, that’d be an insane burden not just for me to program but for the player to keep track of (it’d likely get boring and samey too). So, the fun factor comes from getting to play as all these AUs, each with a neat little set of moves that doesn’t require too much investment to get your head around. Because that’s more what the point of this project is—being a celebration of the fandom’s creations. I don’t mind not making it into EVO.
Cool. Good. But even a basic moveset without crazy combos still has lots of options for button/key presses. What else?
Another idea I had has to do with the SPARE mechanic. I could divide the control scheme in half. Only use A and B to do FIGHT moves, only X and Y for MERCY moves. Executing those moves builds the FIGHT or MERCY meters, and whichever one fills up first will finish the fight. You’re encouraged to pick one or the other and stick to it, otherwise you’d just be taking longer to win the match and risk getting your ass kicked (or… hugged?) by the opponent and losing.
Even if, say, A and Y were exclusively for jumping and blocking, there’s still plenty of minor combo potential if you pair B and X with other inputs so the combat doesn’t come down to who can mash the fastest.
Still the same signature fighting game feel, just… smaller in scale.
Does that make sense? Am I missing any glaring issues? Pls comment below.
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Thoughts on controls and inputs
I think the biggest reason I’ve avoided playing fighting games despite loving the concept is the control/execution complexity.
I’m adhd and autistic af and instantly forget combos and get overwhelmed. It’s true in most games, actually. I have a habit of picking a favorite weapon/move and mashing my way through. Otherwise, the game becomes stressful instead of fun. I’ve picked up similar accounts from other people over the years.
So how do I make this more accessible without completely neutering what’s largely fundamental and fun about fighting game controls…?
My first idea is to just limit the combos. Don’t make them complicated. Don’t give a million to every character. With so many characters, that’d be an insane burden not just for me to program but for the player to keep track of (it’d likely get boring and samey too). So, the fun factor comes from getting to play as all these AUs, each with a neat little set of moves that doesn’t require too much investment to get your head around. Because that’s more what the point of this project is—being a celebration of the fandom’s creations. I don’t mind not making it into EVO.
Cool. Good. But even a basic moveset without crazy combos still has lots of options for button/key presses. What else?
Another idea I had has to do with the SPARE mechanic. I could divide the control scheme in half. Only use A and B to do FIGHT moves, only X and Y for MERCY moves. Executing those moves builds the FIGHT or MERCY meters, and whichever one fills up first will finish the fight. You’re encouraged to pick one or the other and stick to it, otherwise you’d just be taking longer to win the match and risk getting your ass kicked (or… hugged?) by the opponent and losing.
Even if, say, A and Y were exclusively for jumping and blocking, there’s still plenty of minor combo potential if you pair B and X with other inputs so the combat doesn’t come down to who can mash the fastest.
Still the same signature fighting game feel, just… smaller in scale.
Does that make sense? Am I missing any glaring issues? Pls comment below.
25 notes
·
View notes
Text
Thoughts on controls and inputs
I think the biggest reason I’ve avoided playing fighting games despite loving the concept is the control/execution complexity.
I’m adhd and autistic af and instantly forget combos and get overwhelmed. It’s true in most games, actually. I have a habit of picking a favorite weapon/move and mashing my way through. Otherwise, the game becomes stressful instead of fun. I’ve picked up similar accounts from other people over the years.
So how do I make this more accessible without completely neutering what’s largely fundamental and fun about fighting game controls…?
My first idea is to just limit the combos. Don’t make them complicated. Don’t give a million to every character. With so many characters, that’d be an insane burden not just for me to program but for the player to keep track of (it’d likely get boring and samey too). So, the fun factor comes from getting to play as all these AUs, each with a neat little set of moves that doesn’t require too much investment to get your head around. Because that’s more what the point of this project is—being a celebration of the fandom’s creations. I don’t mind not making it into EVO.
Cool. Good. But even a basic moveset without crazy combos still has lots of options for button/key presses. What else?
Another idea I had has to do with the SPARE mechanic. I could divide the control scheme in half. Only use A and B to do FIGHT moves, only X and Y for MERCY moves. Executing those moves builds the FIGHT or MERCY meters, and whichever one fills up first will finish the fight. You’re encouraged to pick one or the other and stick to it, otherwise you’d just be taking longer to win the match and risk getting your ass kicked (or… hugged?) by the opponent and losing.
Even if, say, A and Y were exclusively for jumping and blocking, there’s still plenty of minor combo potential if you pair B and X with other inputs so the combat doesn’t come down to who can mash the fastest.
Still the same signature fighting game feel, just… smaller in scale.
Does that make sense? Am I missing any glaring issues? Pls comment below.
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Woops wrong blog lmao
Had a sudden thought about movesets while watching DBFZ breakdowns.
With as massive a cast as I hope to put in the game, there’d need to be a lot of structure to keep characters unique but still accessible. That could be partially done by giving each character their own general fighting style that fits their personality, and then each AU having a flavor of tweaks on top that fit the AU.
Let’s say classic is the best, most concentrated example of each type. Undyne is a rushdown fighter, Mettaton uses a lot of zoning, Sans evades and pokes, etc. These typecasts generally remain true across all AUs.
Except everyone in Underfell plays dirty. Their normals are more unpredictable, and they have cheeky, petty little jabs they can do after whiff or damage or dodge or whatever. They love to add trickle drain to your health. Moves like this wouldn’t add to the set so much as replace other minor specialties the classic cast had.
Underswap basically converts all movesets to corresponding characters but still retain a little of what they would have had in classic. US!Paps mostly fights like Sans but has a couple things only Papyrus would have, for example. Same with StoryShift, only with a more unexpected mix. Mostly the way they would be in classic, but with chunks of the role they shifted into. Or maybe half and half?
Outertale could be all about dexterity and strategy, while OuterFell are just so huge that they don’t even have to cheat and rely more on brute strength and scary-ass magic. Dancetale are practically rhythm-based (or at least very combo-heavy).
And when you get to the miscilaneous cast (Geno, Ink, Dreamtale, etc.), the familiarity of moveset scales directly with their similarity to classic or each other. Geno would be closer to Classic Sans than FatalError or Ink would be. The Dreamtale twins are very similar to each other, but with tweaks that have opposite effects. The murder trio are all extremely different from each other and are a nightmare (lmao) to fight one after the other. So are Ink and Error, one focusing on buffs and obstacle-making, the other on debuffs and teardowns. Generally, the wackier the AU, the wackier the moves.
Feel free to chime in if you have thoughts!
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Some Concepts that I have been Cooking in my brain, Sorry for it being Long. Also, I know a lot of these are hard to program, they are just Ideas/Suggestions so no pressure
Idea 1: Finishers Example: Fresh sans will Teleport behind the Enemy, tap them on the shoulder and as they turn around, he hits them with a bat sending them flying into explosive Furby's Based on this part of Underverse, though I used the song because I forgot which episode he does it in: https://youtube.com/clip/UgkxI7koi1mEAthwDWaI_0c4E6JO7kxIF5pk?si=bK3xsGMp0P13GMvw Idea 2: Character Specific Blocks/Dodges Examples: - Sans like might have a dodge move that allows him to break out of combos by giving himself some invincibility Frames and move a small distance. Doing his dodging pose along with Displaying "MISS" if he was actually attacked during it, though this dodge doesn't work on every attack - Papyrus would get a quick block holding a bone sort of like Disbelief papyrus and if timed right against a melee attack, he'd counter with a blue bone attack that will turn the enemy blue (Indicated with a Blue outline on the Character) reducing their speed and jump height, which could be a good counter against Outertale Characters - Undyne would get a normal block with her spear that would lock her in place, but if the player is holding a direction she will block with her spear in that direction (Up, Left, or Right) not taking damage to most projectiles,
Random Undyne fact from Undetale: She has more Defense without her armor than with it, but this difference is only by 1. Also, it doesn't apply to Undyne the Undying form
Skin Ideas: Everyone from Undertale: Mostly Colorless Battle Sprites Papyrus: Cool Dude (Of Course), Jogboy (From the Alphys Date), Disbelief Papyrus (If he isn't playable). Sans: Pokercap (From the Casino on Xbox one Version), Last breath Sans Phase 3 (If not playable) Undyne: Date Suit (From the Alphys Date)
Idea 3: Tag Team Characters (Some might be like Pokémon trainer or Ice Climbers from smashbros) These Characters will have Separate HP bars but less health overall between the Characters Time Paradox Sanses (Ice Climbers like) Kris, Susie, and Ralsei (Pokémon Trainer Like) - Susie Would be the one who has the Most health and Damage, but Slower Speed. Kris would be the one with mostly Mid Stats, but better defense when blocking forwards. Ralsei is quick but weak with lower health than the others, they have a healing move that only heals themself that takes time and doesn't heal too much
Idea 4: Stage Mechanics/Hazards/Modifiers (That are of course Toggleable) For Example: A Outertale map may have lower gravity or maybe other things that can hurt the player Map Ideas + their Hazards Infinite Judgement Hall map - If the player walks in one direction far enough, they'll end up on the opposite side of the screen, but this doesn't work with Projectiles True Lab: One of the amalgamates may send an attack on the battlefield e.g.: Endogeny charging across the ground, Snow Drakes mother's attack pathetically falling to the ground (once it touches the ground it doesn't deal damage) Spider room (Or whatever it's called)- Webs on the ground will slow players who step on them. Muffet's Pet will appear on one of the two edges of the map every now and then; getting too close will have them bite the player for big damage and knockback. MTT Stage: A Ratings Board is in the background, The ratings either increases or decreases depending on the Actions the players make, maybe a random special event will happen if the ratings get high enough? Examples: Miniature Meta bots will appear gliding above the stage tossing Flour, Eggs, and Milk onto the stage, that briefly stun the players. The Stage suddenly dropping fast putting the players into free fall for a little bit allowing only aerial moves or the opposite will happen as the Stage starts moving up faster making jumps less effective. Or something else?
Idea 5: Transformation Special attacks instead of getting normal Special moves, some characters Transform into a stronger form for a limited Time, but also these forms have super armor (their attacks are hard to interrupt and it's hard to stun them) and new powerful move sets, though they are still vulnerable to damage but reduced (Yes even for neo), Characters with this: Undyne transforms Into the Undying, Asriel into either his DREEMURR form (AKA 1st Phase), though a non-transformation Idea could be to have him transform into his Hyper Death form (AKA 2nd Phase) Mettaton into NEO - A sources of inspiration for his move set "Undertale Shots: Chara Vs Mettaton NEO" or even Spamton Neo fight
Idea 6: Character Facing Direction (Toggleable) IMO, I don't like fighting games that lock the players to one side of the screen facing only one direction unable to turn around, so by default it will be disabled, with the ability to turn it on if you really want.
Idea 7 (The last one YAY... For Now): Boss Battles [Both PVE and PVP] Bosses can be part of the Story/Adventure Mode Example: Annoying Dog (Playable?) Hyper Death Asriel (Playable) Omega Flowey (Mostly Stationary boss maybe, definitely not playable) Muffet Riding on her pet (Playable) Human Souls Gauntlet (Playable maybe? it'd be a Massive Tag Team Character) Permanent Neo Form (Playable) Permanent Undying Form (Playable) Jevil and/or Spamton Neo (Maybe Playable?) I do have some more Ideas, but this is too long, plus those Ideas can be their own Ask(s)
*shoves all of these in my pockets*
But seriously, these are great ideas. I’ll hang onto them in case they come in handy.
I WAS gonna do some multi-stage bosses in story mode, but they’d just be playable characters with powered-up forms unique to story mode to keep players coming back to it.
Also thank you for reminding me what Disbelief Papyrus is called. He’s one of my favorites, and I’d love to have him as his own playable characters. The misc. pile is way too Sans-heavy anyway. v.v
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Had a sudden thought about movesets while watching DBFZ breakdowns.
With as massive a cast as I hope to put in the game, there’d need to be a lot of structure to keep characters unique but still accessible. That could be partially done by giving each character their own general fighting style that fits their personality, and then each AU having a flavor of tweaks on top that fit the AU.
Let’s say classic is the best, most concentrated example of each type. Undyne is a rushdown fighter, Mettaton uses a lot of zoning, Sans evades and pokes, etc. These typecasts generally remain true across all AUs.
Except everyone in Underfell plays dirty. Their normals are more unpredictable, and they have cheeky, petty little jabs they can do after whiff or damage or dodge or whatever. They love to add trickle drain to your health. Moves like this wouldn’t add to the set so much as replace other minor specialties the classic cast had.
Underswap basically converts all movesets to corresponding characters but still retain a little of what they would have had in classic. US!Paps mostly fights like Sans but has a couple things only Papyrus would have, for example. Same with StoryShift, only with a more unexpected mix. Mostly the way they would be in classic, but with chunks of the role they shifted into. Or maybe half and half?
Outertale could be all about dexterity and strategy, while OuterFell are just so huge that they don’t even have to cheat and rely more on brute strength and scary-ass magic. Dancetale are practically rhythm-based (or at least very combo-heavy).
And when you get to the miscilaneous cast (Geno, Ink, Dreamtale, etc.), the familiarity of moveset scales directly with their similarity to classic or each other. Geno would be closer to Classic Sans than FatalError or Ink would be. The Dreamtale twins are very similar to each other, but with tweaks that have opposite effects. The murder trio are all extremely different from each other and are a nightmare (lmao) to fight one after the other. So are Ink and Error, one focusing on buffs and obstacle-making, the other on debuffs and teardowns. Generally, the wackier the AU, the wackier the moves.
Feel free to chime in if you have thoughts!
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please send this poll around so i can get some data for development!
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Hey! Just noticed that not much has happened on here in a while, and I was just wondering how things were looking!
What progress has happened, anything you might be struggling with rn, and just where this is going.
It’s slow. A lot is happening in real life, and i’m tired. I’m gonna work on learning game maker this weekend, but it’s nothing to post about really. It’s gonna take lots and lots of practice to figure out. There are also other projects I don’t want to fall off of, so keep an eye on my art blog ig
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HUD/menu mockups v2

I think I'm getting closer. Still not sure how to handle the LV meter numbers tho.
Also, I had a first crack at the match setup menu:

First, you select the AU ^

Then, your little guy ^
(I wasn't in the mood to make a bunch of tiny portraits. Please enjoy my scribbles.)

Then, your opponent ^

Then, the stage--probably with a sub-menu that lets you pick details and match length.
Any feedback appreciated!
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HUD/menu mockups v2

I think I'm getting closer. Still not sure how to handle the LV meter numbers tho.
Also, I had a first crack at the match setup menu:

First, you select the AU ^

Then, your little guy ^
(I wasn't in the mood to make a bunch of tiny portraits. Please enjoy my scribbles.)

Then, your opponent ^

Then, the stage--probably with a sub-menu that lets you pick details and match length.
Any feedback appreciated!
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