Last time we showed of Ushah's shatter super, this time we're showing off one of his specials moves, his devastating command throw!
Animation by Bob Sagat
We may have been silent for a long time, but development of Shattered is still going strong! Check out Bob Sagat’s absolutely epic animation for Ushah's Shatter Super! We'll be most active on our twitter account over at Team18K.
Where is this game at? Its been over a year and im worried its been dropped...
We went into a hiatus, you can follow us on Twitter @team18k.
New Year, New Animations!
We’ve been silent for a while with the holidays coming along. Now we’ve entered 2015, and we’d like to celebrate that with a brand new update!
Bob Sagat has been hard at work drawing new animations for Julia. No longer does Julia stand statically during her idle animation, she now lives and breathes!
Besides that Julia now has a fully animated super fireball animation. Also her regular projectile has been redrawn.
Finally Julia now has a set of crouching hitstun animations. She needs only one more crouching animation and then all of those are finished.
Below is a video (@60fps in Chrome!) with all the brand new animations!
http://blog.team18k.com/video/new-year-new-animations/
Welcome!
Welcome on our official Tumblr! We are Team18K, a Dutch development studio that has been working on the fighting game Shattered for a few years now.
We have finished posting some older blog posts from our website blog, and also added an archive of the even older blog posts.
From now on we will try to keep the Tumblr in sync so that you can keep up with the newest updates concerning Shattered! You are free to comment and ask, we will try to reply and answer to the best of our abilities!
Ushah Development
Now that Julia is mostly finished, we’ve started development on Ushah. We had already decided on most of his moveset set, had created some artwork and had written down a rudimentary background story, but now we have truly commenced to give him form both visually and gameplay-wise.
In terms of appearance the biggest obstacle we have to tackle is the mechanical arm. We have to figure out the shape of the arm, the position of the moving parts and how to convert it into a proper scale for the sprites. Here is a small part of the recent concept art.
One of the earlier development sketches of Ushah’s arm that Bob Sagat has created.
The design of the mechanical arm has gone through some revisions and developments. This more solid armor-like version of the arm, is the direction we are moving towards at the moment. The ‘wrist’ portion widens outwards like a cannon muzzle. The steam gun in Ushah’s arm can release its steam shot around the hand this way.
A study of the new arm design in motion. It looks solid from different angles.
We’ve started to make a mock-up version of Ushah. Right now it is just his standing and crouching moves, with the framedata implemented as originally designed. This way we are able to quickly see what feels off, what should be adjusted and how. We’ve made a compilation of some of his moves and move properties in the video below.
The first clip shows: cr.LK xx cr.LP xx st.LK, Julia tries to retaliate with st.HP, but Ushah presses his st.HP, and the armor on hit st.HP blocks Julia’s attack and hits her.
The next clip shows: cr.LP, cr.HP, a basic link combo, followed by cr.LK, cr.HK, showing that Ushah’s cr.HK knocks down on hit.
We are exploring some unique super mechanics for Ushah. As a grappler, Ushah tries to limit his opponent’s movement to get in and grab them. His super lays down screens of steam with his mechanical arm/steam gun. This steam will impede the movement speed of the opponent, making it easier for Ushah to get in close and really hurt his opponent.
We’d like to put a call out for any concept artists that would be interested in helping along with Shattered. Some of the characters are already fairly fleshed out, other characters still have a long way to go.
Many fighting games have rather typical anime-look. We really want to distinguish the look and feel of Shattered by giving it more of along the lines of American and European comic book style, rather than the Japanese look so many fighting games have.
Do you think your artwork would fit the style we’re aiming for and are you looking for a chance to help along with the development of the game, please contact us at djono [at] team18k.com.
The development of Shattered is currently purely a labour of love, and all development is done in our free time, extra help would be really appreciated.
New gameplay changes
RFD was a great chance to get a lot of playtesting in. Watching the players play the game exposed several bugs and gameplay issues that we have fixed in the past weeks. We’d like to walk you through some of the changes we’ve made.
An issue that multiple testers had been commenting on for some time now, is that the position that Julia’s projectile spawned made it very difficult to jump over the projectile and punish. We have designed for Julia to be a character that can set up fireball traps, and when anticipating a jump-in, could use her anti-air normals and special to punch the opponent out of the air.
But the projectile spawned so high, and so close to Julia’s body, that in some positions, it was possible to throw a projectile, and anti-air the opponent with the next projectile if they tried to jump over.
We’ve moved the place where the arrow appears more to the front which should solve this issue. Moreover, it has some side effects we’re very happy with. Julia can now cr.HK into her projectile from much further away, make it a much better string to poke with.
For example, cr.HK xx qcf+HP now combos after two blocked light attacks.
The super suffered from the same problem as Julia’s projectile. It was a bit too easy to anti-air with, moreover, it spawned so close to Julia’s body that it was quite difficult to combo off it. By moving it forward significantly, it is now a lot easier to use st.LK to beat out a low attack and cancel into super and have it actually combo.
Also simply confirming into super off cr.LK xx cr.LK xx st.LK, is now a lot less range dependent.
With Julia’s normal projectiles, the qcf+LP gives a slow projectile and qcf+HP gives a fast projectile. Before, Julia’s super would only travel with one speed (the speed of the light projectile). We’ve now added to option to choose between the two speeds. We’re still playing around with the variables, but we like how the fast version allows for some long range reaction punishes.
Some of you who have watched the RFD grand finals may have noticed that sometimes an airborne opponent would drop out of the super fireball after one hit. We’ve tweaked this, so that this should no longer happen now.
Finally, Julia’s flying kick attacks always whiff on crouchers, but it is her most damaging special. We wanted it to be a bit easier to convert into maximum damage off a full jump-in combo, and for that we’ve made it so that Julia’s crouching hard punch now forces stand on crouching opponents, so that cr.HP into qcb+HK always hits.
As some of you may have heard, YouTube has finally added 60fps support. We’re really excited about because Shattered, and fighting games in general, look much better at 60fps. Right now it is only possible to watch 60fps videos in the Chrome web browser, but it will likely be available for other browsers soon too. From this post onwards, we’ll try to to upload 60fps footage whenever we can!
RFD Showcase report
The weekend of 11 and 12 October was one we had been working towards for quite some time. The third edition of Red Fight District, one of the European major tournaments, was held last weekend in Amsterdam and we were there to show off our game!
We had our setup close to the entrance of the venue, right next to Team Reptile, another Dutch developer who you might know from their projectile fighting game Lethal League.
On Saturday we ran an official RFD Shattered side tourney. 16 people signed up, and we ran a single elimination tournament. Players had about an hour to familiarize themselves with the game, which a lot of the competitors made use of.
For the participants of the tournament, as well as for generally interested people, we printed some info leaflets with a short explanation of the game system and Julia’s moveset. For anyone that is interested in the contents of this leaflet, we’ve uploaded the PDFs: Inner pages and outer pages.
In the evening Armshouse streamed the semi-finals and Grand Finals with commentary from WrathTheFurious and our own Phoenix.
The semi-finals were Fulaani vs. LLL.Emersion and LLL.MBR vs RSD.RobinRamirez. Sadly the semi-finals between LLL.MBR and RSD.RobinRamirez were lost due to technical issues.
The finals were between Fulaani and LLL.MBR and can be seen in full below.
We want to congratulate LLL.MBR for winning the first tournament, he received one of the Shattered T-shirts that we had made!
Sunday day was dedicated solely to free play. Many people got to play the game, and many were very enthusiastic. Some people gave very useful concrete advice, while others gave us many ideas to tweak Julia indirectly. We’ve already been hard at work to tweak some hitboxes and properties of her move set.
On Sunday, RFD was also visited by the guys at Pixelcake.nl a Dutch game website. They made a really nice two-part report on Red Fight District. In the second part Phoenix was interviewed to talk about the game, which can be seen below. Sadly, for the international community, the interview is in dutch and the YouTube translation is horrible beyond comprehension (but pretty hilarious), but for all you Dutchies, go check it out!
We would like to thank RCR and the rest of the Red Fight District crew, for having us at there, we had a fantastic time. WrathTheFurious for helping out with the commentating of the finals and James Bardolph for streaming them. Correzio, Traumatisch and Bounze for transport. Finally, we would like to thank Dr.Grammar, Fulaani and RSD.RobinRamirez for the many hours of play they have put into the game, giving suggestions and ideas.
Blog Archive
Welcome to the Official Team18K Tumblr, here to update you on the latest news on our first release, our Fighting Game called Shattered. We'll commence to repost some of the newer messages, but here is an archive of the older ones.
http://blog.team18k.com/gameplay/pre-rfd-updates-4/ http://blog.team18k.com/gameplay/pre-rfd-updates-3/ http://blog.team18k.com/gameplay/pre-rfd-updates-2/ http://blog.team18k.com/video/pre-rfd-updates/ http://blog.team18k.com/showcase/a-new-logo-rfd-and-twitter/ http://blog.team18k.com/gameplay/engine-updates/ http://blog.team18k.com/characters/julias-specials-and-supers/ http://blog.team18k.com/characters/julias-jump-normals/ http://blog.team18k.com/characters/julias-crouching-normals/ http://blog.team18k.com/characters/julias-standing-normals/ http://blog.team18k.com/characters/finishing-up-julia/ http://blog.team18k.com/showcase/rsdxtheparty/ http://blog.team18k.com/characters/roxanne/ http://blog.team18k.com/characters/cole/ http://blog.team18k.com/characters/ushah/ http://blog.team18k.com/gameplay/playtest-at-mbrs-bootcamp/ http://blog.team18k.com/design/220/ http://blog.team18k.com/gameplay/netplay/ http://blog.team18k.com/uncategorized/combo-showcase/ http://blog.team18k.com/characters/look-feel/ http://blog.team18k.com/gameplay/throws/ http://blog.team18k.com/characters/julia-verne-1-gameplay/ http://blog.team18k.com/world/first-look-at-the-world/ http://blog.team18k.com/video/in-game-footage-2/ http://blog.team18k.com/video/in-game-footage-1/ http://blog.team18k.com/gameplay/gameplay-design-philosophy/ http://blog.team18k.com/uncategorized/brief-introduction/
