Finally, to alleviate some potential concerns, we have learned from the mistakes of that group who shall not be named.That's all I needed to hear, good luck.
Neat. I'm quite interested in how you intend to develop this alongside OpenSmash, which also seems to be early-ish in its development. I'm sure you've thought about how to reconcile this, so can I spare some thoughts from the managers or programmers themselves?
Do you mind if I was to... spread this news around a bit or would you still prefer for this to stay underwrap within the forum for development reason right now?
What iteration of Smash do you plan to closely resemble? (64/Melee/Brawl/Sm4sh)
Characters confirmed to appear in the demo (art courtesy of my friend, who goes by Profit Shame)I knew I saw that style before, he's a nice dude.
Sm4sh. And no, no wavedash button.Ah, well, can't have everything, I guess...
By the way, are you going to try implementing...uh, "mechanically unusual" fighters? *cough*ryu*cough*
The other 5 characters aren't decided yet, right? I can foresee this game getting popular when it's done (and if it has netplay), so I think it'd be nice if the other 5 characters are those who didn't get to appear in a fighting game yet.Or add Sumireko, you can never have enough Sumireko.
Is development of this going to be transparent (for lack of a better word), like the previous Smash was? With in-dev videos showing progress and stuff.
Finally, to alleviate some potential concerns, we have learned from the mistakes of that group who shall not be named. We are an unpaid team making this for fun, not profit. We have decided to use donationware as a means of attaining funds, as allowed in ZUN's guidelines.Thank you, I'm already reassured as far as that's concerned.
At the moment, we are not sure if we'd implement the same mechanics as Ryu for any other character in our current roster or otherwise.I'd personally like to see unusual mechanics like Ryu's (which really aren't that unusual for fighting games, but for a smasher they are) but it's your decision. Also who are all the planned characters? PleasesayKaguyaFlanorReisen. Or are you not saying yet?
All of the characters are decided for the most part. As for development, we'd like for it to be transparent, but we cannot say just yet.
Sm4sh. And no, no wavedash button.Nice, closer to Sm4sh than Melee. I like that.
By the way, speaking of cribbing from other fighting games, Wriggle totally needs a Genocide Cutter. :VYes, please.
#Genocide4Wriggle
Also who are all the planned characters?
Sorry, that information is confidential and I'm sure you know that. :3Yeah, so I thought. I just hope my favourites get in. ^^'
We might reveal more as time goes on though.
Programmer question: Do you have some sort of version control in place right now?
I don't have experience with C#/Unity but I do know several other languages. If you still need more programmers I'd love to help.
Programmer question: Do you have some sort of version control in place right now?
Ladies and gentlemen, we are happy to announce the opening of our
Genso Shojokosen: Battle Maiden Character Poll (https://www.surveymonkey.com/r/X8DR66T). Here you will be able to vote for three characters (based on your preferences) that you'd like to appear as playable in the game.
The poll will go on indefinitely until further notice.
sent you a PM
looks like I'm not allowed to send private messages or even look at your profile for check if you have your skype in it (you guys REALLY should take off all these restrictions if you want people to help you, its really uncomfortable to try to communicate with someone and end up by posting in a thread without any privacy)
Send me another one with your skype and I will add you.
So this game will more closely resemble Sm4sh huh?
You said there would be no wavedash button, but will there be no wavedash in general? Will there be land canceling? Will air dodging encompass both Melee and Brawl's airdodge? (non-directional airdodging would do Brawl's, directional is Melee). How will guarding work?
Will this work be simply the smash system with Touhou characters in it, or will you add your own unique Touhou mechanics?
Ladies and gentlemen, we are happy to announce the opening of our
Genso Shojokosen: Battle Maiden Character Poll (https://docs.google.com/forms/d/1zMAbPKsysPKVzpc4OqRg5bHPU2Muwr4tQvKq1vSsAAE/viewform). Here you will be able to vote for three characters (based on your preferences) that you'd like to appear as playable in the game.
The poll will go on indefinitely until further notice.
Most of these question I cannot answer just yet. At the moment, we don't even have a fully functional character, let alone mechanics.Following on that, do you have any intention of correcting balance if necessary like, say, Project M? Or will you just playtest it for a while and leave it at that? Balance is a tough thing.
Following on that, do you have any intention of correcting balance if necessary like, say, Project M? Or will you just playtest it for a while and leave it at that? Balance is a tough thing.
I meant balance after the game get released.
So is it time for everyone to post their favorite character's moveset ideas yet? :derp:As much as I want certain characters in (mostly my top 3 Kaguya/Flan/Reisen but a bunch of others as well), I have no idea what their movesets would be, lol.
Regarding the poll, what happens if someone votes 3 times the same character?
And in the case of someone voting three times, will you only count it as 1 or 3 points?
And in the case of someone voting three times, will you only count it as 1 or 3 points?
Genso Shojokosen: Battle Maiden Character Poll (https://docs.google.com/forms/d/1zMAbPKsysPKVzpc4OqRg5bHPU2Muwr4tQvKq1vSsAAE/viewform)
Is this the only way? I'd like to vote, but I don't have a Google account.
You...don't need one... ???
- Forking the project and creating your own derivative of it will be fully allowed. Don't like something about how we're doing it? Fork it, fix whatever you see fit, make a pull request. If we like it too, we will incorporate it.
I wonder if Wriggle will have some Captain Falcon inspired moves.That Captain Falcon spot is reserved for Mokou. Cause she's on the same fire.
By the way, you might wanna add a link to the poll in the OP.
That Captain Falcon spot is reserved for Mokou. Cause she's on the same fire.
(*something something shameless plug* (https://www.youtube.com/watch?v=tKKmDwTh2pM))
By the way, you might wanna add a link to the poll in the OP.
Hello, everyone! Savory here! I've put off mentioning this here until the flames started by the group who shall not be named had petered out. I think now is a good time to announce this.Excuse me Savory :3
A group of Touhou fans (yours truly included) have begun to work on our own Touhou x Smash Bros. fan game called Genso Shojokosen: Battle Maiden (working title). While the game will run on the OpenSmash engine (http://www.gamedev.net/classifieds/item/4205-opensmash/), we are currently looking for members to move the progress of the game's creation along.
I take it this won't be the primary mode of development then? ie, you will have a core team with set goals and objectives.
Excuse me Savory :3
How can i talk to you, i don't want a fight, or argue with you, actually i'm interested in the project :3
is there a way to talk to you more properly?
Hey could you pm me your skype, i can't seem to pm you. Thanks!
You...don't need one... ???
I assume you're unable to message me?
Hey Savory, I have PMd your inbox a few days ago but the message seems didn't reach somehow, so I guess I will just post directly onto a thread then '3'
An artist has asked me to forward his message of interest in this project. *He doesn't have a MoTK account so he has asked me to relay for him*
This is his portfolio: http://shrapnel-sama.deviantart.com/
He wishes to partake in this project as well and that if he could be of help, please contact him at either his DA account or FB page facebook.com/vinson.chu
Alrighty, folks! As of now, we have reached 500 votes on the poll and counting! Thanks a lot for your enthusiasm!
Alrighty, folks! As of now, we have reached 500 votes on the poll and counting! Thanks a lot for your enthusiasm!Sukuna, Miko, and Reisen pwease.~
Oh and from a while back we received some menus designs:There's already someone working on menus and UI? Does the current development team have a design in mind?
There's already someone working on menus and UI? Does the current development team have a design in mind?
Pfft, Paz is still gonna spin it for his namu-propaganda. :VImpossibru, even I can't sell something as non-publishable as "early rough concept design menu from Feb, none except 3 is confirmed for actual development" =3=
Yikes, that won't end well.
- OpenSmash was intending to be funded by a crowdfunding campaign in the near future. Something we clearly do not want to be associated with, especially after the whole fiasco with TSSB.
After asking for them to change their direction and considerations, we found no compromise and subsequently cut all ties.
could you pm me your skype, Savory?
Thanks
So if you're taking suggestions for the game: what about a Story mode? Similar to those from the official fighting spin-off games.
Small question: I saw something about shooting danmaku. Would those actions be included in a standard smash-style button inputs of neutrals + direction and special + direction, or will there be a different way of inputting danmaku attacks?
we did have plans for what we call "Conquest Mode", but we will not be disclosing the details of that anytime soon.
Harem route confirmed
we did have plans for what we call "Conquest Mode", but we will not be disclosing the details of that anytime soon.(http://vignette3.wikia.nocookie.net/hyperdimensionneptunia/images/8/8d/Conquest_Ending.jpg/revision/latest/scale-to-width/250?cb=20130529001634)
Also, I have a question about this project, since it'll be a "Smash Bros"-like game, will there be... Items ?
Also, I have a question about this project, since it'll be a "Smash Bros"-like game, will there be... Items ?
Reimu Hakurei
(http://i.imgur.com/2D2qMbo.jpg)
Marisa Kirisame
(http://i.imgur.com/5btrPIe.jpg)
Wriggle Nightbug
(http://i.imgur.com/p7uPvll.jpg)
Here is a WIP image of our Marisa model:Seeing these pictures next to each other makes me fear that Marisa will not be a midget. :colbert:
(http://i.imgur.com/plMKxVk.jpg)
Touhou doesn't have many notable items unless you count the point cards and P-cards. We might base something around said cards. But that is something we will handle later on in development.
We've joked about having a Sinsack as one would have Sandbag in Smash, but the extra time and animation that would go into it may not be worth it.Well, that's perfectly understandable, I wish I could help with that too, the only thing I could do is low-poly 3D models (that I used to do for SSBB hacking), so... yeah, I can't do a thing...
If someone makes items (models, code, animations) that they want in the game, and wouldn't mind us twiddling with their work to balance it, I don't see reason why we wouldn't.
However, no, as Savory said, they are currently not on our development roadmap.
personal imagination about some touhou character's special moveset ideas
just wondering about that stage.. will it use 2D trees? or 3D?, it seems very high poly already and I like it
Random thought: What about bouncy trampoline mushrooms?
Good news everyone! The demo (still expected for late next week) will not feature capsules, but this naked, untextured, unshaded Marisa. Also animated with stock animations.ᕕ( ͡? ͜ʖ ͡?)ᕗ
(http://i.imgur.com/qe2RXoa.png)
Of course, we will have a main team working on the game with direct access to the main repository. However, those changes we make and the decisions to add/remove content are public, and can be commented on, expanded upon, changed, or removed in forks, just like any other open source project.
It was my decision to make this open source, for good reason. I decompiled the assemblies included in TSSB. (Rest assured, none of the code that is present now in the repository is copied from FSS. This was purely for the sake of understanding how they approached the development of such a game). Needless to say, Saijee/FSS's code was absolutely atrocious. It was completely unmaintainable from the get-go. No wonder he took so long to develop so little. I want to avoid such a situation as much as possible. Having it open encourages more community involvement in the development, and public critique and review of changes makes for a better managed code and better received game. It also made our intentions of never commercializing the game very clear. Plus, everyone likes free shit, right?
If Wriggle's final smash (Last Word(?) in this case) is Wriggle Kick I willlove you.
Honestly, I can't wait to play this. So far it looks amazing! :D
If I remember correctly, we were planning on making it her down aerial attack.
Oh, well, at least Wriggle Kick's in anyway! :P
Okay, folks, this is a very important poll. We've been discussing the perfect final name to give to this project and we need your help to decide.Unless you're purposely going for that Engrish-y flavor (for whatever reason), I'd suggest adding an 's' to 'Phantasm' in the second one, but otherwise that's the better of the two.
Okay, folks, this is a very important poll. We've been discussing the perfect final name to give to this project and we need your help to decide.
Click here to vote! (http://strawpoll.me/5001157)
I actually love the name Engagement of Phantasm: Smash Maiden.
Though it could be better if it didn't have the :
Would you rather it be "Engagement of Phantasm ~ Smash Maiden."? ;)
Would you rather it be "Engagement of Phantasm ~ Smash Maiden."? ;)
That second name feels... needlessly long and cluttered. I much prefer Phantasm Reverie in that regard. It's more original and simple, if a bit less descriptive.
That and I'd rather have an original name that does not include the word "Smash" in it.
But anyway, I'm not sure Strawpolls are ever a good idea considering how easy they can be abused by a malicious individual...
That second name feels... needlessly long and cluttered. I much prefer Phantasm Reverie in that regard. It's more original and simple, if a bit less descriptive.Agreed. Phantasm Reverie just sounds more elegant, in my opinion.
That and I'd rather have an original name that does not include the word "Smash" in it.
What about uniting the 2 names.
"Engagement of Phantasm ~ Maiden Reverie"
What about uniting the 2 names.
"Engagement of Phantasm ~ Maiden Reverie"
What about uniting the 2 names.Ohhh, this one is good!
"Engagement of Phantasm ~ Maiden Reverie"
Okay, folks, this is a very important poll. We've been discussing the perfect final name to give to this project and we need your help to decide.Actually using "Smash" in the name sounds like a bad idea. For legal reasons.
Click here to vote! (http://strawpoll.me/5001157)
"Engagement of Phantasm ~ Maiden Reverie"
"Clash of Maidens ~ Phantasm Reverie"Forget the strawpoll, I want one of these two.
Actually using "Smash" in the name sounds like a bad idea. For legal reasons.
What about "Clash of Maidens ~ Phantasm Reverie"?
Yo this. This is perfect. 10/10.
"Clash of Maidens" conveys the idea the game is about without the use of the word smash, it's a "two parts name" like many Touhou games, and Phantasm Reverie just.. sounds Touhou-ish.
It sounds a bit too close to Clash of Clans for my taste.Well, now that you mention it... Hm.
Well, now that you mention it... Hm.
We wanted to keep to our dream theme (it is a good excuse as to why all the girls are fighting each other: it is all in their dreams)please don't let the story be that it's all just a dream. Unless it's some sort of collective dream (Yukari is fooling around with the borders again/ some youkai is putting them all in the same dream to do something again, so this being an actual incident rather than Meiling's story from Soku), it will suck out all the agency the game would otherwise deliver. Why try when nothing is real and just a dream to begin with, after all?
But the Border of Battle part kinda sticks out. It sounds blocky and out of place.
I think I'm inclined to agree with this. But then again, I'd still prefer to use Touhou All-Stars in some fashion.
imo, 'All-Stars' is a bit overused. And it reminds me of basketball.
Frankly, I get what you mean. But I feel "All-Stars" is spot on for a Smash game. While you do say it's overused, I can't think of many fighters that have used it apart from Playstation All-Stars and JoJo's Bizarre Adventure: All-Star Battle.Non-fighter titles have it too. Probably that is why people mention the overuse. Example: Blizzard attempt to get "DotA" as their own game, Blizzard all-Stars, which was eventually renamed.
Non-fighter titles have it too. Probably that is why people mention the overuse. Example: Blizzard attempt to get "DotA" as their own game, Blizzard all-Stars, which was eventually renamed.
imo, 'All-Stars' is a bit overused. And it reminds me of basketball.
I'm all for Dream Crescendo ~ Border of Battle. However, some variations could be nice:
Maiden Fantasy ~ Rumble Dream Ensemble that sounds cool also as a Japanese name (乙女夢想 ~ Rumble Dream Ensemble)
Mixing these ideas, my favorite choose was:
Maiden Fantasy ~ Rumble Dream Ensemble that sounds cool also as a Japanese name (乙女夢想 ~ Rumble Dream Ensemble)
I have to say, I really really like this name. Sounds good, doesn't feel too long/cluttered, etc.
Personally I'd rather avoid at all costs names that contain generic names or such like "All-Stars" or "Smash".
I also like Dream Crescendo ~ Border of Battle, especially the Dream Crescendo part, but Border of Battle sounds a bit... odd.
I think mixing them both could work out in some way, maybe. But as it stands I prefer Maiden Fantasy ~ Rumble Dream Ensemble, myself.
Second! We now have a character animator on the team, so custom animations for Marisa are coming. a small preview (https://www.youtube.com/watch?v=8xVUcurLpf8).
(Sounds like a rhythm game, lol)
...so we're sticking with it.
Looking good, pretty smooth animation and a nice range of alternate palletes for Marisa.
Reimu is looking good as well. Kinda disappointed she has the same face as Marisa but it's understandable that you wouldn't focus on changing it.
I'm wondering, will you guys animate facial expressions? I ask because I know it's a pretty damn challenging thing to do, and you guys seem to have your hands full already.
Hey guys, this is looking really good so far!
One question I got for you guys: Do you think there will be any community influence on the character movesets (especially the special moves)?
I hate GUI design/programming. That is all.
Good news, everyone! We officially have a spot in AWA's Touhou Project panel this Friday! There will be a short 10-minute presentation on the game detailing its progress and future plans.
Is there any way to see this presentation?
In lieu of not updating this thread enough. Here are some screenshots of our current progress.Even if you don't update often, as long as you create a high quality product (and a game that you have fun creating, too), we're going to be fine with waiting a while in between updates. ^^
It's taking a long time to get implement the hitboxes correctly. Especially when, we don't want it to end up looking like how FromSoySauce did it (https://github.com/james7132/TSSB-Code-Dump/blob/master/Assembly-CSharp/CharacterBehavoir.cs).How bad could their code possibly be?
Even if you don't update often, as long as you create a high quality product (and a game that you have fun creating, too), we're going to be fine with waiting a while in between updates. ^^It's an inevitability that this happened. We did were doing fine until the complexity exploded and we suddenly realized some of the stuff we were imagining were well out of reach for a reasonable time scale., as per usual with most game development. Since there were no free tools to help develop the systems we needed, a lot of focus has been on working on a flexible system and a fast editor to help reduce development time, which is why there has been very little visible updates or public releases of builds.
... 4500+ lines of code... in one class. How were they able to productively work in this mess of a code? O_oThey didn't. Without proper tests (something we're also working on: automated testing), there were dozens of unsolvable bugs in the demo.
Yeah, I think I'm talking for everyone if I say that we appreciate a slower development if it means more manageable classes/ code in the end. ^^;As I said before, it's somewhat expected that development is slow: we're trying to make a cross between Touhou and a AAA game with a bunch of amateurs that met on the internet. This was also one of the biggest reasons why the game is open source: to keep us honest about our practices and intentions, which, to be straight with you, hasn't been completely achieved on our end, as much of our development has not been publicly shared. I was sort of hoping for this to become more of a community based endeavor too, but that hasn't come to fruition yet, and comes with a number of challenges, largely with management of the whole thing, that we haven't created solutions for.
automated testing*akward laughing* Yeah. I know the pain of having to create automated tests. ^^;
As I said before, it's somewhat expected that development is slow: we're trying to make a cross between Touhou and a AAA game with a bunch of amateurs that met on the internet. This was also one of the biggest reasons why the game is open source: to keep us honest about our practices and intentions, which, to be straight with you, hasn't been completely achieved on our end, as much of our development has not been publicly shared. I was sort of hoping for this to become more of a community based endeavor too, but that hasn't come to fruition yet, and comes with a number of challenges, largely with management of the whole thing, that we haven't created solutions for.A not so smooth start is to be expected with any project, but I'm sure things will work out more smoothly once you're further into development. ^^
It's taking a long time to get implement the hitboxes correctly. Especially when, we don't want it to end up looking like how FromSoySauce did it (https://github.com/james7132/TSSB-Code-Dump/blob/master/Assembly-CSharp/CharacterBehavoir.cs).
sqrt(dx^2 + dy^2 + dz^2) < r1 + r2 is the same as dx^2 + dy^2 + dz^2 < (r1 + r2)^2
Sorry if these questions have been asked before; I kinda skimmed the thread.
2. Who's the initial lineup?
3. Any love for the characters who don't get fighters? Will any of them be in?
5. Will you expand the cast over time via patches, etc?, or is this a one-off sort of thing of "you get who you get"?
6. What stages are you anticipating? Will you be adding stages over time?
4. Any danmaku elements, or is this purely a Smasher?
Is this even a question? What is Touhou without danmaku? :D