05-16-2012, 08:47 PM
major overhaul on the first post! it now has all of the characters listed with their current animations and sheets, when applicable, as well as their in-game bios. speaking of bios...
![[Image: zJKWI.png]](http://i.imgur.com/zJKWI.png)
character select mockup. it's a bit barren at the moment without a background, but i think it still gets across what i want it to be. as usual, obvious inspiration from the streets of rage games, mostly the third installment.
the two ?s at the side are not more friends i have yet to make into characters; they're NPCs you'll see along the course of the game that you'll be able to unlock as playable characters. they won't actually show up as such in the real deal; they'll only be visible once they're unlocked.
from now on, i'm going to try to have a gameplay concept included when i've got one. this post: it's the power bar! (note: inedible (2nd note: actually called the Power Gauge but i wanted to make a dumb energy snack bar joke))
![[Image: l3UFf.gif]](http://i.imgur.com/l3UFf.gif)
in the HUD mockup i posted a while ago, each player's individual HUD had this little set of four bars next to it. what does it do?
![[Image: kzanm.gif]](http://i.imgur.com/kzanm.gif)
it slowly fills up! but that's just visual. what it really does is allow players to use Special moves without sacrificing a small chunk of health. if even one bar is full, then the player can safely use a Special.
![[Image: ZsUVW.gif]](http://i.imgur.com/ZsUVW.gif)
once it's filled all the way, it will flash. however...
![[Image: QH2QC.gif]](http://i.imgur.com/QH2QC.gif)
no matter how full the gauge is, using a Special move will empty it, regardless of whether or not the move makes contact with anything.
you might be asking: what's the point of having four bars if you only need one? or maybe you're not asking that at all, i don't know you. whatever. i'll get to it another time, when i actually have the sprites to illustrate it.
![[Image: zJKWI.png]](http://i.imgur.com/zJKWI.png)
character select mockup. it's a bit barren at the moment without a background, but i think it still gets across what i want it to be. as usual, obvious inspiration from the streets of rage games, mostly the third installment.
the two ?s at the side are not more friends i have yet to make into characters; they're NPCs you'll see along the course of the game that you'll be able to unlock as playable characters. they won't actually show up as such in the real deal; they'll only be visible once they're unlocked.
from now on, i'm going to try to have a gameplay concept included when i've got one. this post: it's the power bar! (note: inedible (2nd note: actually called the Power Gauge but i wanted to make a dumb energy snack bar joke))
![[Image: l3UFf.gif]](http://i.imgur.com/l3UFf.gif)
in the HUD mockup i posted a while ago, each player's individual HUD had this little set of four bars next to it. what does it do?
![[Image: kzanm.gif]](http://i.imgur.com/kzanm.gif)
it slowly fills up! but that's just visual. what it really does is allow players to use Special moves without sacrificing a small chunk of health. if even one bar is full, then the player can safely use a Special.
![[Image: ZsUVW.gif]](http://i.imgur.com/ZsUVW.gif)
once it's filled all the way, it will flash. however...
![[Image: QH2QC.gif]](http://i.imgur.com/QH2QC.gif)
no matter how full the gauge is, using a Special move will empty it, regardless of whether or not the move makes contact with anything.
you might be asking: what's the point of having four bars if you only need one? or maybe you're not asking that at all, i don't know you. whatever. i'll get to it another time, when i actually have the sprites to illustrate it.