Fate Of The Gods - Oblivion
Oblivion - The last competitive fighter you will ever play. defeating Shenglong wont change a thing.
Fate Of The Gods - Oblivion
Oblivion - The last competitive fighter you will ever play. defeating Shenglong wont change a thing.
I have and idea and I really need your help to bring it to life.
I have always felt that the new Gen games have not caught the magic of the old school ones such as Capcom Vs SNK2, King of Fighters 1998, King of Fighters 2002, Soul Calibur 1, Rage of dragons to name a few.
I don't think that the new age fighting games are bad I just feel that a lot of these newer games are trying to cater for all audiences and thus they have to make sacrifices like simplifying battle systems or making combos easy to perform for example.
This is where "Fate Of The Gods - Oblivion" comes in.
Since 2008 I have been designing a fighting game that captures not only the fun of the old classics but also the complexity & competitiveness.
Oblivion is a 2.5D Vs fighting game that will feature a "Groove" type system that will enable players to play according to their own play style whether it be rush down or defensive, tactical or physiological (Mind games like forced rock/paper/scissors situations). Oblivion will reward players with advanced execution skills who are familiar with advanced techniques such as parry's, Repels, frame cancelling & just frame abilities.
However this does not mean players who are unable to execute Geese's "Raging Storm" for example will not be penalized, if you like basics and are good with them you will persevere.
The Goal is to make a full game for PC (Steam) with 12 playable characters including multiplayer support (Both Local & Online) as well as a lot of additional features (see below)
Ideally I would want to also release this on Xbox 360, XBONE, PS3 & PS4 but this will have to be a stretch goal as this would require further development & testing.
The reason I chose PC as the main platform is simple.
- More people own PCs than console owners combined
- PC (Steam) has a huge online community, much larger than PSN & Xbox Live combined
- The flexibility of scalabilty in regards to performance, Oblivion will not require you to have the top of the range GFX card (Minimum requirements TBA) to play but if you do have a beast of a PC you will be treated to true beauty.
The world is set in a medevil world of swords shields and sorcery with a diverse cast of warriors ranging from Battle hardened Samurais, Tree dwelling ogres to magic wielding knights of honor and even Pharaohs.
Lets go into the RAW details of my vision..
This is the most important part of the game design.
The fight system has been designed so that newcomers will be able to pick up and play it with relative ease but to master all the functions will take a lot of skill and practice.
Though most fighting games are played on a stick in higher level play I wanted to go for a 4 button primary set so people who prefer to play on pads are not penalized.
Though there are only 4 buttons for normal's we also incorporate multiple button presses for additional actions such as Punch + Kick for grabs or Heavy weapon + kick to activate "Spirit custom combo" (see in depth mechanics).
Below you will see the default basic 4 button layout on a Xbox 360 controller.
Here are the basic features of the fighting system:
- Counter Hits
- Air Juggles
- Stuns / block stuns
- Wall Bounces and Floor Bounces
- Special moves & Spirit moves
- Spirit meter
- Combination strings
Throws: To throw, players simply hold toward or away and press punch & kick together. Throws work even against blocking opponents, so they punish defensive play. The enemy has a short window of time after a throw where he can enter his own throw command to avoid damage. This is called a “Throw break.”
Counter-hits: If players hit an enemy out of the beginning of an attack animation (rather than the recovery), the enemy will take additional damage as well as suffer an increased recovery depending on the attack that hit them.
Air Juggles: Some attacks put the enemy into a juggle state where they can be hit more times before they land. We’d like to incorporate this popular fighting game mechanic, but keep it much more limited than the over-the-top version from the Marvel vs. Capcom series.
Stun / block stun / Dizzy: Some moves have the ability to “stagger” the opponent; this only happens when a specific move is used by your character, this stagger is called a stun. Block stun occurs when you block attacks from your enemy, light hitting attacks have little to no stun where heavy hitting moves have longer stun durations. While in block stun you will be unable to perform any movements. If you are struck repeatedly over short amount of time, your character will become Dizzied. During this time, you will be unable to perform any actions such as guarding, attacking, or even moving. Dizzies are indicated by stars that fly around your character's head. As it wears off, the stars will disappear. When all the stars are gone, you will resume control of your character. You can speed up the recovery by shaking the joystick in all directions and rapidly pressing the buttons (Not including start & back buttons).
Wall Bounce and Floor Bounce: Certain moves will make your enemy floor/wall bounce when hit. While in this state you can follow up with attacks that your enemy will be unable to block, this is good for combos .
Spirit / Special moves: Special moves are always executed by pressing a combination of buttons. When blocked Special moves will deplete tiny amounts of life from your health, though almost insignificant this can mean the difference between life & death when you have no health left. Spirit moves are the most powerful attacks in the game but require a certain amount of spirit meter to be able to executed. Like special moves, spirit moves will chip away at health when blocked.
Spirit meter: The super meter has become a standard mechanic in almost every fighting game. It allows the designers to give the players very powerful, limited-use tools. The super meter in this game is called the spirit meter and players have a choice of 4 spirit meters which have different properties. When you select your characters you will be prompted to choose between spirit meters, depending on your choice you will gain/lose certain abilities.
- The "Light" spirit meter has only 1 bar which means you can only do 1 spirit move per full bar. With this however you can run, repel, short jump and you have access to the ultimate spirit attack which will be an extra attack for your character. You gain spirit meter when you take damage or repel attacks. When you have full meter all your normal attack damage is increased by 10% and your spirit attacks do an additional 20% damage.
- The "Dark" spirit meter has 2 bars allowing you 2 spirit attacks per 1 full bar. With this you can parry, spirit meter charge, spirit move cancel, spirit meter bind & perform custom spirit combos. You gain meter as you parry or spirit meter charge.
- The "Life" meter has 3 bars allowing you 3 spirit attacks per 1 full bar. With this you can short jump, air guard, spirit cancel and perform unblockable attacks, you gain meter by attacking & jumping.
- The "Death" meter has 4 bars but you can only perform a single spirit attack when you have all 4 bars thus you are only able to do 1 spirit attack per 4 full bars. With this you can repel, upgrade special moves, perform spirit custom combos & counter.
The Table below outlines the abilities available for each spirit meter.
Parry - By timing a quick tap forward on the dpad as you are attacked you will parry the attack and not suffer block stun or chip damage.
Repel - By timing a quick tap backward on the dpad as you are attacked you will repel your attacker and push them back away from you (Also not taking block stun or chip damage).
Run - Double tapping forwards will make you run in that direction.
Short jump - tapping up or diagonal up in any direction will make you perform a short jump.
Upgraded Special moves - inputting the dpad command for any special move and pressing light & heavy weapons simultaneously will perform an upgraded version of that special move. This action depletes 1 spirit bar.
Ultimate spirit attack - When using the "light" spirit meter each character has a unique spirit attack, the command for this attack will be unique to each character.
Air guard - pressing the dpad back while in mid jump will perform a block so long as you do not attack. You will be unable to guard in the air from attacks that have both your opponents’ feet on the ground (i.e. you cannot air guard against standing opponents).
Spirit custom combo - Pressing Heavy weapon & kick simultaneously will activate your spirit meter which will gradually deplete over time, when you have no meter left you will not be able to continue this mode until you have sufficient meter again. While active all attacks will have no recovery time/frames but do 80% reduced damage and have unlimited juggle potential. This will enable you create your own combos but it does take timing & skill to execute. This action depletes 1 spirit bar.
Spirit cancel - While performing any attack you can press punch & light weapon simultaneously to cancel your recovery thus allowing you to make short combos. This action depletes 1 spirit bar The Spirit Cancel has many great uses, the primary being for extending combos and increasing damage. Any normal attack, and the majority of Special Attacks and Spirit Attacks, can be Spirit Cancelled which lends itself to some devastating options. Since not all attacks can be Spirit Cancelled, it's important to study the character movelists to learn what can and can't be cancelled.
Spirit move cancel - While performing a spirit move you can at any time cancel into another spirit attack (you cannot cancel into the same spirit attack however).
Spirit meter charge - if you enter the combination down, down & kick you will begin to charge your spirit meter.
Spirit counter - While blocking any attack and in block stun you can press punch & light weapon simultaneously to cancel your block stun and you will be able to perform 1 of 2 specific special moves as a counter attack depending on what character you are. This action depletes 1 spirit bar.
Unblockable attack - Pressing the combination down, down/forward, forward, punch & kick simultaneously will make your character perform a slow unblock able attack. This action depletes 1 spirit bar.
Spirit meter bind - Pressing the combination down, down/forward, forward, punch & light weapon simultaneously will make your character perform a unique attack which if it hits your opponent will block them from being able to use any attack that requires spirit meter for 8 seconds. This action depletes 1 spirit bar regardless if it connects or not.
Delayed recovery - While floored holding the punch button will delay your recovery getting up.
Safe drop - while falling out of the air after being hit if you hold the punch button while falling you will land on your feet (this does not work for all attacks however).
Fate of the gods will have multiple game modes but most of them will focus on online and offline PvP (Player Vs Player), below you will see the planned options available in each mode.
In Arcade mode you will have fight through 8 stages of randomly selected enemies each progressively getting harder after each fight. After the 8th fight you will face the boss. This follows the typical Vs fighting game arcade mode formula and it is a solid offline mode.
If you are defeated in arcade mode you will have the option to continue and replay the last battle with a new character/characters. You will lose points if you continue but there is no limit to how many times you can continue.
Depending on what character you choose you will have customized cut scenes in certain parts of the journey to the boss where story elements can affect who you face next or the final boss depending on your performance in the fight.
I have plans to add a bonus game for points but more information will be released on this at a later date.
In arcade mode choice to play in normal mode, 3v3, solo or nightmare mode
Normal mode will let you choose up to 3 characters in a team battle format. When you select a character from the select screen you will be prompted to assign a “Ratio” to that character, you have the option to select 1, 2, 3 or 4 as a ratio for each character but you are limited to a total of 4 so the only options are as follow
- 1 character with a 4 ratio
- 2 characters with a 2 ratio each
- 2 characters with a 1 & 3 ratio
- 3 characters with a 1, 1, 2 ratio
The ratio affects how much health your character will have. A ratio 4 character will have 4 times the health of a ratio 1 and twice the health of a ratio 2 etc. Your opponents will have random ratio teams as you progress through arcade mode.
3v3 mode will let you choose 3 characters in a 3v3 team battle format. All your opponents in arcade mode will be 3v3 format bar the boss.
Solo mode will let you choose 1 character only in a 1v1 battle format. All your opponents in arcade mode will be 1v1 format
Boss battle will let you choose your characters according to normal (Ratio) rules. The difference is you will fight only the bosses of the game on the most extreme difficulty. There will be no option to continue if you are defeated, you will simply get a game over.
Vs mode will allow you to play either the CPU or a friend locally so an internet connection will not be needed. You will be able to set the match rules such as number of rounds, time and any handicap before choosing your character. Normal, 3v3 & solo modes can also be chosen here and there is no game over when someone loses, you are simply returned to the character select screen.
Vs (online) can only be played over the internet. You can only play human players in 3 scenarios.
In lobby match you will be able to browse for open lobby’s to join or you will be able to create your own lobby. If creating your own lobby you will be able to set the game rules before publishing it such as normal, 3v3 & solo modes, time rounds and win streak limits.
You can also make private lobby’s for friends only or you can make them public which will enable anyone to join at any time.
While in lobby match and awaiting the next fight, you will be able to pre-select your character for the fight as well as enter training mode while you wait. A prompt will appear when your match is ready and you will have 10 seconds to respond otherwise the match will go to the next person in line.
As well as this we aim to have a "Multi Match lobby" for lobby's larger than 4. This function will enable more than 1 match to happen simultaneously thus eliminating long wait times for large lobby's. This does mean however there will be more than 1 winner with a streak but these options are set when creating the lobby
In Ranked match you will be unable to set any rules. Ranked is normal (Ratio) rules only with the time and rounds set to default. The only options you will have is connection quality and preferred opponent rank limiter. Once you begin a search for a ranked match you will be faced against the first available player who matches your criteria. There will be a ranking system linked to ranked match (More details on this to be released).
Tournament mode will be reserved for special tournaments hosted by us. Winners will receive real prizes and there may be entry fees. The rules for each tournament will be set by us at the time and players will be unable to set or change any rules for these tournaments
Training mode will allow the player to choose normal, solo modes as well as choose opponent character & stage. In training mode the CPU will be set to do nothing as default but through the pause menu you will be able to set CPU actions as well as view command lists, sample combos and record CPU actions.
In Advanced trials mode you will only be able to choose solo characters. Each character has a unique set of 10 trials which will mainly consists of combos each getting progressively harder after each stage. There will be in game rewards for completing these trials but be warned, these trials will be very hard.
In customization mode you will be able to edit the appearance of your characters as well as your player title. You will be able to edit titles & weapons, all these options are PURELY cosmetic and will not affect game play.
You will be able to save any replay locally in any offline or online mode for later viewing. Replay mode will list all of the saved replays you have and you will be able to watch them here. The ability to very easily save movies of matches is an important, overlooked feature in fighting games. Ideally, players could tell the game to record every single versus match they play and save it to the hard drive, or they could set the game to prompt after each match whether that recording should be saved.
Option mode will allow you to set the system defaults for all offline play such as rounds, time button configuration etc.
As well as the above there are a few more often overlooked features I want to add to this game.
Advanced character select
This is more for offline tournament play but is something that is so important. How often have you gone to a tournament that has overrun its time schedule?
This mainly happens because every gamer has a different preference for controller/fightstick layout and before each fight begins they change buttons and then do a "Button check", from there they restart the match officially.
This process eats up about 2 - 3 minutes, if you times this by the amount of matches that can happen in even a small tournament you will find you have spent an hour checking buttons...
This is not efficient.
With the "Advanced character select" screen you will be able to change your buttons, check your buttons as well as test for any input lag all within the select screen.
As well as this we will allow the tournament organisers to apply a character select screen timer to aid them with time management.
Regular offline & online tournaments
Normally its up to the community to arrange tournaments but I feel the game creators should do more to support an active community.
As long as the community is active we will hold regular offline & online tournaments for real prizes on a regular basis. More details on this to follow.
Community driven beta testing
Much like how World of Warcraft uses a test server for players to test new content we aim to do the same. We will release web versions of things we want to test to our players and from the feedback we will apply any fixes or bugs into the main game via updates. As long as the community is active we will always support this game and all patches & bug fixes will be free for life regardless of any extensions or sequels.
Offline tournament mode
Another issue with new age Vs games has been the addition of micro transactions. This is especially problematic when a developer adds a new character to the roster which you have to pay for separately. If a tournament organiser has 20+ setups of the game this means they will have to download that DLC 20+ times.
This is time consuming & expensive which leads a lot of tournament organisers to simply "Ban" that character from the tournament which I feel is not a good thing.
This mode will solve this issue.
If we release new characters into the roster they will appear in this mode regardless of you purchasing them or not. "Offline tournament mode" will have set rules that cannot be changed and default skins/weapons only, the pause menu will be disabled during a match to eliminate accidental pausing during a match. It will also have extra options to set brackets & tournament types if the organisers wish to use it.
I also plan to add a team battle version of this mode that will enable players to do button checks in between rounds, choose "Spirit meter" for each team member as well as apply ratios to each player. More information will be released on this at a later date.
The demo is available to all for free right now, download links are at the top of the page.
I started this project a very long time ago (in 2008) and have only been able to get to this stage due to the advances in the Unity3D Engine as well as the Universal Fighting Engine addon for it.
The engine is solid and mostly built but more resource is needed to implement all the functions if have listed above.
The actual character models & rigs were made in 2008 and are outdated and need to be rebuilt for the final game as well as SFX (audio & visual) and environments.
Funds raised from this will go to the costs of programming, animation, rigging, SFX and GUI. This will be a "Premium" product that will far exceed what you see in the demo.
What the demo contains
The demo has the following,
- 3 playable stages
- Vs mode (offline)
- Training mode
- 1 Playable character ( Katrina Celeste )
- 2 selectable spirit meters ( Life & Light )
- Basic SFX
Being based on the epic novel series, "Fate Of the Gods" has a HUGE roster to choose from. This Kickstarter is to fund the first 12 characters as well as complete the other works but we can go far beyond that and I will look to the public to vote for which additional characters to add in.
Below are the characters that will definitely be in the game with another 50 to choose from.
I am a BIG fan of fighting games and have played them since childhood.
I consider myself pretty good on most fighting games, I have even played some games on the highest level and have been ranked among the best players in the UK for the soul Calibur series, see below of some of my achievements.
There is a lot more but I want to show some indication that I know about fighting games, this is not limited to the soul calibur series mind you, I am very good at most of them 2D & 3D.
Join the community
If you can't afford any of the rewards but still want to show your support, there's loads of ways you can show some love for our project! Spread the word, share our project via Facebook, Twitter and other social media. Tell your friends and let them know all about us! And be sure to like us on our Facebook Page (Twitter here) and come and say hi!
We must defeat Sheng Long to stand a chance!!
Risks and challenges
The demo is proof of concept.
I have spent years working on the demo and finally I have the tools & professionals to get the whole game finished in one year.
The good thing about doing the demo first is that I have already made all the mistakes people make when making a new game and I have learned from this greatly.
Simple things like having the right rig from day 1, I will not make this mistake again as I wasted a LOT of time with a broken rig which in turned used up a lot of money. The motto "You get what you pay for" could not be more true with a foundation block such as the rig and I have sourced the right partners for the job to get this right for the full game.
I have the right team onboard for the job. It has taken me a long time to source this talent, all I need now is the resource to complete the race.
The biggest risk is will the game be finished on time? I would say "yes, it will", but then of course I would say that. Sometimes game developers can underestimate the time it takes to complete a project, or get carried away adding extra features that push the project past its completion deadline, or encounter technical issues that take longer than expected to overcome. Like I mentioned above, I've been working on game projects for quite some years now and I've taken all the potential risk into consideration, I genuinely wouldn't expect the game to run past its specified release deadline.Learn about accountability on Kickstarter
- (45 days)