Wow, I haven't been on this topic for a while. How goes the actual construction of the game? I remember seeing some sprite designs and such but nothing past that
Probably best described as "slow." We're still moving, but not rapidly. The guy doing our basic keyframes has been too busy to churn out any work. We've laid the groundwork in terms of an engine and one movelist complete enough to start spriting, but neither one can be implemented without some graphics.
My question is this: what engine are we even going to run this on?
For now, we're talking Mugen. I was initially highly skeptical of this, but the basic point that was proven was that although the vast majority of Mugen work is poor quality roughshod garbage, that is not indicative of its actual power and ability to make a proper functioning game.
Are we going to stick to the traditional style of Street Fighter with very light movement or are we going to take a BlazBlue approach and make the fighting extremely free form?
The system we worked out is Guilty Gear XX peppered with some KoF XI. I have been thinking about putting some further touches on this with a spot of gameplay inspired by Tekken, but I need to set time aside for a long-winded theorycraft conversation with a friend of mine to do so.
On a slightly different note, regarding Lilly's fighting techniques, would it not be prudent to base her style around that of the Blind Swordsman? I understand that everyone wants her to have a less-than-cliche fighting style, but I believe taking elements from that might help drive farther into how her play style works out.
And if we're going to talk about button combination, Lilly should definitely NOT be a Charging character. It just wouldn't work.
Edit: And, in hindsight to Tipsy stating that Emi should have a kicking-based fighting style, what do you expect Rin's fighting style to be based around, beating people with her stumps? Emi's style should be speed-based, yes, but I think she'd be more of a grappling/full-body-type fighter whose actual punches would all be Light Punches.
Or...we could turn her into a Dudley and put boxing gloves on her.
Lilly is going to be using her cane or her sword like a cane. Haven't quite decided that one yet - it's not supremely important because she's further down the list. The broad strokes I've proposed are making her a character somewhat reminiscent of Vega, where she gets a lot of her damage from speedy, high-reach pokes and less mixup.
Rin is going to be an oddball character - we've talked about basically giving her a large set of highly differentiated tools, but no individual piece that's particularly powerful. I have to hammer her out some more, but the basic notion looks quite fun.
Emi is going to be a rushdown character, most likely focused around good ol' plainclothes high-low mixup and pressure. I'd like her to feel like a KoF character.
Shizune is the only character who as of yet has motions assigned to her attacks. We have no chargies yet, but I can't say it won't happen. My main goals in designing are depth and fun, and if something strikes me as having both, even if it's charge attacks on Lilly, I'll run with it.
Also, anyone who's interested in helping out, talk to Danny. I've sort of pilfered a lot of things about being a leader or director of the project, but he's still essentially coordinating the team and working out who has the skills to do what. A few people seem to have silently slipped away; I don't know that we need any of them now but we're going to need them eventually.