Haru, and all of the other characters will have a mechanic that allows them to have directional parries. These parries will leave you open if you whiff, so you can't spam them. They offer instant offensive capabilities, since shields will keep you locked in longer in the mod I am making. That means this doesn't end with Haru Akenaga as a mod.
Additionally, Haru has 2 new models, one with 8 skins and the other with 1 skin.
Here are a few renders.
And I mentioned he would have two models. Well, anybody a fan of Nintendo 64?
Hmm something's different about the last one. It has an evil aura within it.
Stay tuned for more updates. He's being animated soon. Thanks for reading!
Model's being rigged right now. Secrets are in store as well. Post Merge: March 20, 2017, 06:14:47 PM
Things are coming along nicely. The model's going to go to the animation stage, next. Post Merge: March 21, 2017, 02:48:42 PMHere's a link to an example of the sound effects created for this project. It includes voice acting samples as well as weapon sounds. Enjoy the preview! I exclusively own all but two assets, two of them were from freesound.org, the others were created specifically for this project.
It was a challenge to describe what kind of sounds I needed, especially since most of the people that I work with are freelancers from other countries, more specifically a lot of people from Mexico.
For those of you viewing this project and wishing to make your own, I will make a video of some kind detailing everything that I did. It was much easier to work on this with the ability to speak basic Spanish. It allowed me to work with talented individuals who I normally would not have been able to interact with.
Alternate Haru skin progress. He'll be receiving an N64 model and a second model. It's player's choice! Here are the previews of the skin 'Unrequited'.
Post Merge: March 12, 2017, 11:32:38 PM'Unrequited' skin done.
6 more to go. Model is done. There will be 2 more models done very soon actually. And several textures. Post Merge: March 13, 2017, 12:21:32 AMBROTHER/NISAN
Post Merge: March 13, 2017, 10:54:51 PMBased on the original sketch from this thread
And I think those are all the current textures for this model. Renderings coming soon. Then the other models are coming soon as well (N64, Sketch-Proportioned-Haru). An interesting thing about the process for development is that I will be creating animations for Haru physically with a very detailed figurine:
That means that the animation direction and animation comes from me, but I'll be using the help of a 3D animator, and they will translate my photographs into animations that the game can use.
- Second voice set - Additional models (starting with modern set) - Secondary move-set (goes over Bayonetta and is the 'truest' version of Haru for SSB4)
Most of Haru won't have a real release. I'll release the simplest versions to the public and I'll create a tournament around gathering specific models, textures, and more. People will have to come to a unique place for content and updates on Haru Akenaga. It's up to the players not to release the additional content, they'll be the only ones with it. The reason I want to keep it exclusive is because I want to create a 'legendary' event for smash. I also want to use the tournament to help balance the character after listening to player feedback. The tournament will be the start of a small modding community which will help with my latest project.
The animations will be done in some weeks. I think they will take about 2 or 3 weeks to complete but here's the thing. The animation process itself is straining. I'll be paying an actor to act out all of the techniques, recording it, then presenting it to the animator along with 2D animated drawings such as this one:
Edit: Animation image expired. Oh well @_@
Then after those weeks, he'll be being tested and his move-set will be developed. A lot of things like damage values and such have already been decided but will change over the course of development. I will probably release a documentary of the creation process of this project so that it can be repeated by those who have less experience.
Haru's voice recordings are being completed in English and Japanese. He also has retro sound effects that bring back memories from old video games. You may choose between retro and modern. Players will be able to customize how Haru Akenaga sounds within their game!
Scarf finished so far, Gamidame_K took the drawing and made it into the texture, which allows it to be one object rather than several.
It seems it's ready for import soon. This model will have two versions actually. This one will be ported to Wii U while the other two are being produced. There will be two playable Haru characters on Wii U. Post Merge: February 28, 2017, 08:21:35 AMAdjustment updates
Haru's model is getting the proportions fixed later on. I'm basically showing you all the changes he has gone through over time.
So it's a double mode in one character. I won't argue about the way you want to do things, just expect comments like how "non-competitive" that is. Personally, most of what they call non-competitive I call as an excuse they use to cover how bad they are controlling the character under different and unexpected situations. "So, since we don't know how to handle this, let's only play in flat platforms to make things easier." I'm saying this because you have some amount of work already done, and see something new worth using nowadays is a miracle. Don't give up. You can do that if you wish, just be careful with the filesize. A thing I just thought reading this would be using the child form as a training stage. For example, if you use more side tilts, then, in the adult form, your side smashes will be stronger. This will make harder to balance it, though, but could give some good meaning to the child stage.
A lot of Haru's design is based on conditioning. After playing with Shulk, I realized he is much too slow to do damage on his own without first conditioning the opponent. Haru is only able to level up by conditioning his opponent to act differently out of some responses. If they avoid him, he will level up. If they attack him, he can try to continue the combo further and sacrifice the level-up for damage. A lot of Shulk is too slow to actually follow up so I constantly found myself patiently doing one or two hits, waiting, and then reacting to fend off damage. I thought to myself how cool it would be to have a reward for either waiting, or actually attacking.
This is a bit like Cloud though, since if you don't approach him, he can decide to gain strength via limit charge. If you decide to face him, he will be unable to charge his limit but he's very formidable and safe.
Haru is the perfect balance between these, except he can't simply avoid combat and camp unless he is using projectiles. You find a LOT of cloud players who will hit you away, then use the opportunity to charge limit and it feels more like you're being scolded by an adult for doing something dumb. I don't like that feeling.
If people want to use Haru Akenaga, they have to realize that he can be very weak or very strong. It all depends on how well you read your opponent. Just like how in any smash game, you can score a major hit or kill simply by performing the perfect chain of actions depending on how your opponent acts. Haru rewards reads.
I think because he has some aerials that last a long time (Tap-Backair, Tap-nair, and hold-dair)
I would consider making Haru's smash attacks when he is a child moves that will simply level him up when used. Sort of like how Robin's Levin sword recharges faster the more you use the bronze sword. There's little reward because the low damage and low safety, but you'll still try to land them. I would make them completely different animations because his adult-smashes will use the sword. I still haven't planned his Dsmash yet because I need something better than what he has now.
As for the rest of him, I sort of designed him to be a mix of my favorite characters in smash. Here's my major philosophy:
-Flexibility offstage (Shulk, Ganondorf) -Strength based on charge or level (Robin, Cloud, Shulk's arts [which felt very inconsistent AND are forced]) -Combos based on skill (Ryu, except I hate his dtilt and utilt. It feels cheesy for me to get a combo out of them) -Movement skills (ZSS, Bayonetta) -Having more than one version of an attack (Ryu, Bayonetta)
I feel like Haru will be able to compete with the rest of brawl's cast, but will have strengths and weaknesses that aren't present in the game. He will do well against balanced mods that are meant to feel like mods. Additionally I have made his kit intentionally so that the next character that I make will feel a bit like him. I wish to make a roster of smash characters that feel similar and change the meta.
For the future modpack, each character will have the following:
- A way of healing - Super moves of some kind - An additional mode that they can activate - Ways to deal with projectiles or camping
I simply want to balance my own version of a fighting game so that everybody feels fair. I want to create a game where all play-styles are welcome and nothing feels cheesy. But in addition to this, I want the player to be able to feel like he is having a grand adventure. Perhaps he or she can choose larger stages where the battle feels more like a story than a competitive match with a certain meta. I want running away and healing to be viable, especially for 4 player matches. I want stage control to be a real thing for some characters so that it all becomes a thinking and conditioning game regardless of which character you are using. I believe that I will be able to create a very fun and interesting version of this game. Much like Minus or Project M, except with my own characters. This will be a project to help me grow as a game developer since I am currently working for a gaming company and am also working on a game of my own. Understanding balance and design philosophy is the first thing that I want to do before I will release a game of my own. That being said, I think I will create a thread discussing this new modpack (which I had planned for a while actually).
I have gone over things with Kienamaru and he proposed this (edited) list [based on my original moveset and mechanics, just more concrete with the actual sub-actions].
Mechanic- Level up character. Scarf represents level. Haru's scarf grows as his level increases, which allows it to be a visual indicator of the Haru's level. (Uses TL's hat bones so it can blow in the wind).
Poses after certain attacks. Animations have the same ending frames. Poses changes Haru's level [which allow him to do super moves] and all have same start frames. This way, Haru will always look very smooth when he transitions into a pose, regardless of which pose/level he is on. Each pose corresponds to a level. When leveling up to 1, he will always do the pose for level 1, etc.
Each of the 9 poses takes the same amount of time, and there are 9, for each level up to level 10 (X). Here are the free sub-actions that will be used for poses. 3- Pose 1 4- Pose 2 1B- Pose 3 1C- Pose 4 1D- Pose 5 1E- Pose 6 1F- Pose 7 2E?- Pose 8 2F?- Pose 9
Here are the subactions for moves that Haru only gets when level 4 or higher (in his adult body).
39- Nair Held 3A- Fair Held 3B- Bair Held 3C- Uair Held 3D- Dair Held
Haru can hold his utaunt, and if it goes on for long enough, he will gain a free level. 3E- Utaunt held
Several of Haru's moves will use poses. The start for each of the 9 ninjutsu poses will have a subaction. 51- Pose Start
Specials - here are sthe sub-actions for special moves. 1CE- NB (Knife) 1CF NB Held (Blade toss) 1D0- NB Air? 1D1- NB Air Held? (Blade toss) 1D4- DB 1D5- DB Hold 1D6- DB Air (Hover) 1D7- DB Air (Hover Cancel) 1D8- DB Air (Snipe) 1DA- UB 1DB- UB 5 1DC- UB 10
Haru's side B will have 5 sub-actions. There will be two different types of kicks that come out of the side B, one with a fixed bounce animation, and one with a minor bounce with no animation.
Haru will have a couple of super moves, too. These moves will be some of Haru's only killing moves. He won't struggle to kill with them, but he won't be able to simply throw them out.
1E3- Super 4 (Cross out) 52- Super 6 (Seal Breaker) 1D2- Super 1 (Weapon throw) 1D3- Super 2 (Assassination) 1DD- Super 3 (Neo Deadly Wave) 1D9- Super 3 (Wind Cutter)
Haru will be able to perform a regular dash attack, and a constant dash attack while running.
Side B - A quick dash forward. Allows an additional input, otherwise can be used for positioning. The air variant increases momentum according to his own. (Add, not Set)
Side B 2 Dive Kick Finisher (Tap) - Leaps forward with a kick. Set to "Can Leave Stage/Air" state. The hitbox is constant and lasts for about 60 frames? Has high ending lag. Capable of KOing similarly to a smash. This move will leave Haru bouncing backwards, unable to follow up.
Side B 2 Dive Kick Bounce (Hold) - Works similarly to the above, deals less damage and hitting something causes him to rebound, allowing him to follow up.
I might just have to suck it up. I'm not sure how much Kienamaru know about the codes or character change, but I have a feeling that he isn't up to trying to find out some kind of alternative. Since it sounds like it's going to be hell, I think we will take your advice.
Size code -
Making models the same size -
Character change -
That's the order in which I would consider the three. I just hope that it doesn't cause any unforeseen problems. The character limitations will have to stand, between forms though.
Younger form: No smashes, No aerial 'hold' moves (tapping or holding will do the same thing as your younger form), and no super moves. No hold versions of B moves either.
Essentially becoming older doubles his aerials, gives him smashes, and gives him super moves along with the extra body length.
Now I would like to put together a system that makes it fair when it comes to leveling up. People will probably like playing as the adult form more, so I am thinking of giving him levels over time when he's younger, up until he levels up to 4 and becomes his future self. Future Haru will not gain levels on his own though. This way you can spend time camping to get your strength back, yet the opponent can take advantage of your limited options. While it's going to be hard to start off the match, it becomes a metagame of 'can we deal damage before he levels up'.
Abusive Haru players who waste super moves will return to younger form by expending too many levels. Since the levels balance out his adult form and he can lose them, the counterplay to all of Haru's options are to prevent him from leveling up, and to try to make sure you can kill him before he becomes his future self.
Additionally, Haru's mechanic for leveling up essentially is forgoing a combo for the sake of leveling up. If he hits you with a tilt, he can hold still and every tilt's ending animation can be cancelled. If he stays still, he will perform a long animation, unique to each level, which when completed without interruption will level him up. Most of these moves are either safe on shield or combo starters, so Haru's playstyle revolves around either doing the combo or baiting them into trying to avoid a combo that isn't coming, and leveling up because they left you alone. Haru also levels up by getting a grab and not doing anything. Players will have to avoid certain behaviors from Haru, such as avoiding a grab at all costs if they know he is looking for an easy level-up. This will create superstition in the other player which will aid Haru's neutral (much like cloud in ssb4, you don't know if he will assault you with safe-on-shield moves, or if he will grab or try a multihit move on you. If he decided to do none of those, he can charge limit. The problem I saw with cloud though is that he can blatantly camp).