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[IN-PROGRESS] Major feature: Campaigns

Here you can see some of our planned features for Superfighters Deluxe.
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[IN-PROGRESS] Major feature: Campaigns

Post by Hjarpe » Sat Mar 12, 2016 5:52 pm

Campaigns will be the "story mode" of SFD - standalone adventures that you can play through alone or with friends.

The official campaigns
-Will support singleplayer and up to 4 player co-op. Combat difficulty will scale with the number of players.
-Will be designed to be finished in under an hour. There will be shorter and longer campaigns.
-Will have multiple difficulty settings.
-Will be split into maps called "chapters". If a player dies and the other players finish the chapter, he/she will be resurrected at the beginning of the next chapter.
-You will be able to play as your own character. We may temporarily change parts of your costume, e.g. add a parka if the chapter takes place somewhere arctic.
-Will be highly replayable. Cutscenes will be very short, exposition will be minimal, and much of the dialogue will be randomized.
-What will the stories be about? We won't say, but they will expand the Superfighters universe, answer some questions and hopefully raise some new ones.
-Will have Fun™, Excitement® and the occasional Joke (patent pending).
-We may only have a couple of campaigns initially, but will keep adding them as free content after the game's release.

New tools and features
-You will of course be able to create your own campaigns in the map editor, complete with scripting and using all the assets that are in the game.
-It will be possible to script any character to move around and do things without player input, creating cutscenes and other scripted events.
-Scripting will give you full control over the camera.
-Dialogue and other texts will be presented in comic book fashion, with captions and speech balloons.
-We will probably add some gestures to make the characters more expressive.
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Post by Scarface » Sat Mar 19, 2016 6:21 pm

Here
I just thought what if dialogues looked something like this. Text will be placed below your character. Maybe there would be some difficulty with drawing faces.
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Post by Santa Claus » Sun Mar 20, 2016 5:41 pm

Oh damn yes. A lot of features comin', campaign might be da bes' of them. Waiting for this!
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Originally posted by Gurt
We will keep this one even if it's a real bug - because it's cool.

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Post by Hjarpe » Sun Mar 20, 2016 6:53 pm

Scarface wrote:Here
I just thought what if dialogues looked something like this. Text will be placed below your character. Maybe there would be some difficulty with drawing faces.
We want characters to be able to speak in real-time without freezing the game or being in "dialogue mode". So it will look more like MMORPG chat bubbles:
http://static.giantbomb.com/uploads/ori ... 1-wow4.jpg

Maybe with the character name shown like this:
http://s1135.photobucket.com/user/Sketc ... 3.png.html

We might add an option to show chat messages from players in speech bubbles too. Would make sense.
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Post by Splinter » Sun Mar 20, 2016 8:23 pm

I can't wait! Do you plan on optimizing rendering and tiles? Maybe big maps will be laggy with 4 players. Is there some way to compress some of the visual data in the game?
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Post by Hjarpe » Mon Mar 21, 2016 7:50 pm

Splinter wrote:I can't wait! Do you plan on optimizing rendering and tiles? Maybe big maps will be laggy with 4 players. Is there some way to compress some of the visual data in the game?
We're still thinking about the best way to solve that, since the engine is optimized for single-screen levels. We might go with a system for dynamically loading and unloading parts of the level. Having huge levels with millions of tiles loaded all at once is not realistic, it'll have to be divided into smaller chunks.
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Post by Kamikaze » Mon Mar 21, 2016 8:07 pm

I dont understand :C
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Post by Hjarpe » Mon Mar 21, 2016 9:16 pm

In a typical chapter, you will have to kill a number of opponents or finish some other objective in one area (usually a sandbox-style arena like the versus maps) before you can move on to the next area. All in all, the chapter might be 5 times bigger than a normal versus map. So rather than loading the whole map at once, which would be slow on most computers, we might make it so that an area can be loaded in when the player or players get close, and unload it when they have moved on (disabling backtracking).
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Post by The Adventurer » Mon Mar 21, 2016 11:58 pm

Wawww! One of the best things in SFD, it will be awesome if have singleplayer/multiplayer campaing! And all the scripts will be ready to everyone can use it?
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Post by M_M_M » Tue Mar 22, 2016 1:49 am

On the old forum I saw something about potentially unlocking cosmetics for completing things like challenges? Would that be a sort of ordeal in the official campaign, or at least challenges (i.e complete under 2 minutes, only use melee)?
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Post by TimeWorker » Tue Mar 22, 2016 12:27 pm

campaigns oh yeah. I like the old SF campaigns but i rly dont know what was the story .But i hope this update will be the best .
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Post by Hjarpe » Tue Mar 22, 2016 8:14 pm

The Adventurer wrote:Wawww! One of the best things in SFD, it will be awesome if have singleplayer/multiplayer campaing! And all the scripts will be ready to everyone can use it?
Yes, you'll always be able to use the same tricks that we do in the map editor.
M_M_M wrote:On the old forum I saw something about potentially unlocking cosmetics for completing things like challenges? Would that be a sort of ordeal in the official campaign, or at least challenges (i.e complete under 2 minutes, only use melee)?
For the more exotic cosmetics we might have specific challenges like that. But just completing a campaign will probably unlock you something.
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Post by PixelSkeleton » Wed Mar 23, 2016 5:45 pm

Nice idea. Ive always wanted to play sfd alone when i have no internet or they are no good servers.
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Post by Shark » Thu Mar 24, 2016 11:23 pm

What version will have intelligent CPU fighting same old Superfighters?
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Post by kazy » Fri Mar 25, 2016 5:06 am

Hjarpe wrote:-We may only have a couple of campaigns initially, but will keep adding them as free content after the game's release.
Does this mean that there will be DLC in SFD? Or does this mean there will be a free version for players as like a demo or something...
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Post by Creeper » Fri Mar 25, 2016 8:33 am

...If a player dies and the other players finish the chapter, he/she will be resurrected at the beginning of...
ARE there FEMALE IN THIS GAME?! :shock:

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Been playing Superfighters deluxe for ~4 years. Still hate and love it to every single bit.

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Post by Hjarpe » Fri Mar 25, 2016 2:01 pm

Creeper wrote:...If a player dies and the other players finish the chapter, he/she will be resurrected at the beginning of...
ARE there FEMALE IN THIS GAME?! :shock:

-Creeper
I was referring to the player, not the character. SFD might have to remain the sausage fest it is, though female characters are something of a stretch goal for me.
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Post by KliPeH » Fri Mar 25, 2016 3:51 pm

Hjarpe wrote: I was referring to the player, not the character. SFD might have to remain the sausage fest it is, though female characters are something of a stretch goal for me.
Why are female characters not in-game again? I know there was an official reason but it doesn't seem like creating a separate sprite for a female fighter is that difficult. You use all the existing assets of male characters, but change the belly/waist area to be more narrow and the chest area bigger. You don't even have to create hair - judging by the different billboards female fighters are bald as well. Is it about converting all the accessories to "female format"?

I can try to create a female fighter mockup if I can find the right files (as I already tried messing with weapon textures and it's not that challenging).
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 Image

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Post by Gurt » Fri Mar 25, 2016 6:17 pm

While it not may be hard it's very time consuming especially if certain items need to be modified to suit the female design. Time we don't have. There's also some coding behind in order to select correct items etc... That's why it's a strech goal.
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Post by M_M_M » Fri Mar 25, 2016 6:41 pm

An easier method would probably be to just make the base for the female fighter then have the game automatically cut off the 'excess' clothing for when equipped on the female. Ive seen a few games do this with similar design and it looks fairly decent, with none of the actual work of respriting an entire female set of clothes.
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