Just a quick sketch of Dawn from our lead artist, Joseph Bullock. Give Dawn some love! Stay tuned for more information VERY SOON about our fighting game, stigmata awakening!
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@studiofreedom
Just a quick sketch of Dawn from our lead artist, Joseph Bullock. Give Dawn some love! Stay tuned for more information VERY SOON about our fighting game, stigmata awakening!
Our first piece of promotional artwork! This one features our main character, Alistair. Make sure to follow us so you can stay up to date with the development of this fighting game!
hey! its been a while, huh? well we've been working hard to get all the movement options in our game done! the only thing left to implement is a roll function! most of the animations for movement are done as well, with only a wall jump, a back jump, and the dreaded roll needed to finish it off!
since tumblr wont let us post pictures with the announcement, we posted them separately, in order of their appearance in the announcement. A follow up to our previous post
A Final Redemption. The next evolution of the fighting game formula!
We of Studio Freedom Games, are incredibly proud to announce our Fighting game, A Final Redemption! The creator's of the game have been designing this game for the past two years, and development on the prototype begun not too long ago. We have enough planned to be comfortable enough announcing the game. Every gameplay aspect is painstakingly thought out to ensure both balance between the characters and fun for the players. Features Arena like stages: Fight in our 2D, multi-tiered levels. Designed in a way to be both competitive, while not sacrificing fun. Fight other players: Attack the other and guard against their attacks in a competitive VS mode. High mobility: Sprint, roll, and, jump around the arena to either keep your distance or close it. Lock on: Freely switch between sprinting around the stage or standing your ground and crushing your opponent by locking onto them. Unique movelists: defeat your opponent by using a a movelist designed specifically designed around that character. Ensuring no two characters play the same. Variant system: Each character has a mechanic distinct to them. Giving all cast members different feel from all others. more features will be discussed as the game's demo get's further in development. Characters Alistair: A man of possessing both a prestigious military career and a stout devotion to his religious beliefs. Despite his young age of only 24, he has risen quickly to the rank of colonel thanks to the great part he played in the previous crusades. His influence can be felt both politically and socially; so much so that Alistair is the poster child of his nation. Unknown to the people he serves, Alistair harbors a dark secret that could give even he the death sentence. Stoic and focused, there isn't much that can stop him when he sets his mind to it. Variant mechanic: Mode shift Alistair has two combat modes, a weapon mode and a bare knuckle mode. With his holy sword, Alistair has a further reach, a more diverse moveset, and is able to counter his opponent. In his bare knuckle mode, both Alistair's power and speed increase and gives him a movelist focused around tricking and overpowering his opponent. Separate, either mode has a relatively small amount of moves, so Alistair has to switch between his two modes in order to maximize damage and break his opponent's defense. Alistair select.jpeg Dawn Liddleholm A former member of the Church of Light, she was banished by it's leaders for her weak faith. Despite being exiled, she managed to keep her favorite spell tome and now uses it to perform various odd jobs, heal people, and prevent herself from starving. Energetic, earnest, and always bouncing from idea to idea, However, she is rather inexperienced in combat, so she can be rather unpredictable at close quarters. Dawn is a bit rough around the edges, but her intentions are always of good will. The only part of her that has refinement are her spells. Variant Mechanic: MetaStar Using her spell tome, Dawn can shoot beams of light at her opponent. If the player uses he VM (Variant Mechanic) while a projectile is out, the function of it will change into something else entirely. Her Beams can either extend to reach further distances, explode mid flight, or turn into a black hole and suck the opponent closer to it. Dawn again.jpeg Rai Strauss: Enrolled at the world's largest military academy, Rai is a returning student with a widely known reputation not only in the school, but even throughout the neighboring nations. Violent and rebellious, no one within the school, either teacher or student, can stand up to Rai's monstrous physical strength. He is always looking for a fight and will keep his grin even while losing. Variant Mechanic: Firefly Rai is a tank, pure and simple. Rai has stocks above his super meter. When one stock is available, the player can press and hold the variant button. While the button is held, Rai will be able to ignore a number of attacks equal to the number of stocks he has available, though he will receive a reduced amount of damage. He is heavily reliant upon this mechanic as none of his moves have natural invincibility frames. So if he has no stocks, defending himself will be rather difficult. Rai select 2.jpeg FAQ: How does the Variant System work? Each character has a mechanic unique to only them, and their move list is built around that mechanic. Their movelist will have influences from their VM, but the embodiment of that mechanic will be accessed by pressing the "Variant Button." This will provide some character's an edge in defense, some with offense, and others will get a unique mobility option. How do traversal, combat, and locking on work? There are two modes to play in during combat, one is called "Mobility Potential" and the other is called "Combat potential." While in MP mode, the character will be able to move around freely. They can sprint quickly, have increased jump capabilities, and can wall jump around the stage. However, they will only have access to a very limited moveset, where pulling off a combo is practically impossible. While in CP mode, a character will have far more limited mobility, with less jumping capabilities, no sprint function, though they can do a short dash, and will always be facing the opponent. However, their movelist will exponentially increase. They will be able to use powerful moves in order to combo, and eventually beat, their opponent. In order to switch between these two modes, you will need to lock-on to the opponent, which is done by pressing and holding the lock-on button. While locked on, you will also be able to roll, which will allow you to go under attacks and projectiles. What do you want in this game? The most important thing is to have a robust, deep, but easy to get into combat system. A diverse cast of characters where each character plays and feels different from any other character. Beautifully hand drawn animation. So that each character comes to life on screen. Amazing music that pumps you up. For this, we have partnered with SBeast to get some truly amazing work An online functionality A fully voiced cast A well written mature story, with themes and tones that can help people in their everyday life. A diverse range of modes that offer something for everyone. Outro Thank you so much for reading this. Your thoughts are much appreciated! we are currently developing the kickstarter demo. We are taking our time to become familiar with the tools, systems, and steps needed to make the game. We however, plan to finish the demo and launch the kickstarter by late this year or early next year. Concept: Animations Alistair idle animation: https://www.youtube.com/watch?v=7sPsj9nr0fc Possible Alistair intro: https://www.youtube.com/watch?v=Z0Hf2Zr8e7M Alistair rough jump animation: https://www.youtube.com/watch?v=v-qNLs0dzKI
Just a quick preview of our gaming project. A very hastily done sketch, it’s 11:30, and i have school tomorrow. I promise the Final previews will be 1 billion times better.
-JB