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).
Darn. Your help was great while it lasted. The development hasn't advanced enough for the next ten days to truly count but it's a big help to have you. By the time you get back we should have more to discuss.
Should each model just have different animations? I know there's a way to port the animations over to another model and make them fit. I used to do it back in the day. I'm sure that'll work along with the check for 'level 4' to see where to put the hitbox. I know it will take up a lot of space but I see characters with 3 movesets all the time. I think it might not be a major problem.
But I am still looking for a solution. I don't know the best way other than using the code. If I have to use it I'll use it but I don't want it to be hard to access because it requires codes.
Yeah, basically the 'big kid' would be a very low poly model because it only exists to artificially make the kid model the same size as the adult one so that they don't stretch. THe 'big kid' model would be part of the 'kid' model. It would just be the same exact size as the adult one. However those parts that are larger and meet the same length of the adult are going to be invisible. That way you can have the same body size (artificially) but still have a smaller LOOKING model (and it'll be kid sized, which means slightly shorter and such, except that's only visually since in reality there's going to be invisible model parts which make him the same size as regular adult haru and use the same boneset. That would be a workaround for bad translation, right?
That's what I meant with changing attributes. You could make two models exactly the same. After that, you change the details you want to make him look like an adult. Or a kid, whichever you choose to do as the secondary model. In the same subroutine you will have to trigger the model changer, you can also trigger the "size changing" parameter. You will have the adult model in any size you want without having those translation problems. But the size changing in during gameplay only, while the models are actually the same proportions. Assuming the size changing works, I didn't try the code with this attribute.
You can make the head work that way if you wish. If you intend to have both models using the same outfit, it's even better, because will save a lot of space by not adding the whole body again.
Honestly, most attributes can be somehow... "falsely changed" during gameplay, either with coding and/or with different animations. There are some few, like weight, that can't be faked. If you don't use this size changing, I suggest you to not use codes if possible. This code had some bad behaviors when I loaded a new outfit in the middle of a fight. I forgot testing how it behave in subspace and in any other mode that forces the character to use the pac file instead of the pcs one.
In all honestly I think I just wanted the visibility to be for the child model in a very modest sense. I don't think I will need to use any codes if I simply add the adult head and make it transparent over the child's. I think it will cover the desired effect and just take up a little more model space. Here is the effect that I had in mind.
Just saying, but the TopN visibility bone is always visible, so if you do want to have two models use the same outfit or something, you could have only the head and/or accessories, like if he had extra stuff on his jacket when he's an adult or something, have only these things triggered to a visibility bone, i.e. model changer, and the rest just as TopN. And if the size thing is a big issue, you could use the character switcher code that Samus/ZSamus, Zelda/Sheik, Wario/Warioman, and Bowser/GigaBowser use, to have an adult version in one .pcs, and a one-slot resize kid version in the other .pcs, and you could still use the visibility bones to make alternate versions per each of those two .pcs files, meaning that you would have twice as many options as you would have had (Without freezing the game), and you can, in addition, also have the two different sizes. Post Merge: February 10, 2017, 08:05:19 PMBut that's just my say/opinion.
I actually don't plan on using the same model or outfit. I'll be completely different, to represent two different time periods and lots of change. I know codes can have a lot of issues, and I actually avoided them when I used to play Brawl mods back in the day. While the character change idea would be cool (with codes, like Zelda and Sheik) I don't think I will be doing that. But I thank you for your input.
I also had questions about TL's projectiles. I'm sure I can change how they work and spawn them during smash attacks or special attacks. Additionally I have been pondering these 'super moves' that I plan to use. I'll keep updating. I'll need Kien to check this thread. Post Merge: February 12, 2017, 09:50:05 AMIf the models aren't the same size then the animations won't work across both the models if a model changer occurs, will it? It'll stretch the animations out, right?
How about this. Create the child model with the same size as the adult model. But make parts of his skeleton and bone set invisible. Make the arms where the elbows would be, and change the hitboxes accordingly. Now on every move, it'll check to see if you're past level 4 or not (the threshold to model change to an adult) and if it's past 4 then the hitbox will be on the correct part of the body.
For example let's say you give Haru a punch. The end of his arm is obviously going to be the main hitbox. Now for when Haru is a child, his model will be the same length as Haru's except those long pieces are going to be invisible. The game checks and sees he's lower than level 4 so it makes the hitboxes go to the visible arm (which is at the elbow of the actual model).
Let's say that our original point of reference when we start coding is point A, because we will start every piece of code assuming you're Younger Haru's model. Let's say we are coding a jab. The jab's hitbox will be on point A. If Haru is level 4 then it will be on point B. Younger haru's model will invisibly be the same size as older Haru because that will prevent the model from stretching or failing to translate animation across different body sizes.
What do you think of that? I think the person creating the model can make a 'dummy' over Haru's kid model which will be invisible ingame but it will be the same size as Haru's adult model, and it'll contain the kid model within it (which animates according to the big dummy model).
I think this method will work and we won't need any code.
I really need Kienamaru to find this thread and give it a look, but I think he is busy lately. He's the one coding for brawl so he'd be able to read all of this and say 'well actually,' and then solve the problem.
Unfortunately, the only thing that I really want to accomplish when it comes to the animation/model is for him to have a ghostly figure around him. As you have shown, if they're not the same size, it can make the game behave strangely. But what if it was only something like the head, or something, and you made the other parts completely invisible. The other model would replace the first model in a flash when you reach level 4. Does that mean I can decide to only make the head slightly visible when he's a kid, and make it have a low opacity, but when he's an adult he'll have his whole body visible?
I mean...like. I think what I will do is just include the adult version's head as part of the kid's model, and have the adult version alone. The kids' model will have the head as a barely visible aura using either ingame effects or whatever.
It'll look like this character here.
But just over the other character's head. It might be way too weird for some people because I am thinking about either leaving the child faceless or giving him a different type of mask. Maybe a childrens' mask.
You mentioned changing attributes ingame...like during the match. That actually sounds amazing. Are you saying I can make him change attributes to be worse as a child, and make him stronger when he levels up to being an adult (child levels 0 - 3, adult level 4 - 10)? That would be very interesting. But it uses a code and I've never used characters that use codes.
I have received the currently final version of the hair textures. The body will begin development soon. I am thinking of creating a Sheik or Greninja smash 4 rig of the model, as well as Shulk (for sure).