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NEWS

LEGION-X:CHILDREN OF THE STORM

LEGION-X: COTS is a indie fighting game I've been working on for the past 2 months along side my other projects. At the moment, I haven't fully green-lit, due to funding. Nevertheless, just wanted to share some info, progress, plans, and challenges during it's development, with the community, during it's early alpha stages.

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The heroes of SkitRow universe are arriving onto the fighting ground, ready to do battle and with each other. In Legion-X: Children Of The Storm, you get classic fast-paced, over-the-top fighting action, but now featured with upgraded HD visuals, customizable appearances, online play, ground-breaking effects, and a dynamic system that earns points for unlockable goodies. Fight like a hero, play like a legend!

**_Trailer_**

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**_Character Assist_**

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Okay, to make it short and sweet, I wanted to try something a little different as far as character assist. Notice, the 2 TV's underneath the super meter. Each time a player calls their assist, the TV screen will become static for a couple of seconds, which means you won't be able assist in-till the static clears. But, it doesn't stop there. You will be able to call your secondary assist character either before, after, or at the same time, making combos and setups even more dynamic. That's just the tip of the iceberg as far as assist are concerned, but at the moment I'm choosing to not mention the rest of the goodies/features the assist mode actually possessed, since the game is fully greenlit.

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**_Things to note:_** I'm using UFE 1x (Version 1.8.6). This current version I'm using will "NOT" be used in the final product, I'll go more into detail about that later. That being said, I went ahead coded this feature in, that way whenever I'm able to get my heads on UFE 2.0, it will make future development less of a headache for this feature. (Note: Version 2.1.0, has it's own way to summon assist), which is nice, because I'll have a blueprint to go by, which should transfer over everything nicely, it will also keep the assist mode working the way currently do as of now, along with the other goodies it will have to offer.

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**_DEMO: Things to look out for (Assist)_** Assist can be hit by specials & other assist, but not normal attacks. This is not really a bug, to be honest with you, I just felt it's a unnecessary "Fix", since UFE 2.0 has it's own solution for it, which is pretty nice, that should hopefully save a lot time. Super grateful for that. :)

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**_Flying Screen_**

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Flying screen is added to the game. This means, if more then 1 hard and/or fierce normal attack is connected within a combo on opponent, "off the ground", this mechanic will become active. During flying screen: certain moves won't be active, like in the older vs games. Once the opponent recovers, flying screen will deactivate itself. This won't be for "all" cases though, but will be for most cases, as you can see in gif image.

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**_Interactive Icons_**  **_Also, just something small to point out, if the opponent is being hit, their icon in the top left/right corner will change that character's expression._**

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**_Super Jump Cancels_**

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This mechanic is known to be in the classic vs style games. In order to sj cancel, you will perform a normal attack that hits opponent,depending on the frame of animation, the player can cancel into a superjump and perform whatever action they wish to perform.

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As stated before I won't be using the current version UFE 1x, because it's outdated and lacks many important features. Honestly, don't want to go into this project half-assed. Plus, having to go back and unnecessarily patch a different version of UFE and/or unity, would'nt be worth it :frowning:, That being said, here are some of the beneficial highlights of the latest version of UFE 2.0.

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**_AND MORE_**

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There's just to many things to go over, those are some of the classic gameplay features that will be included in the game. But, it doesn't stop there there are new modes, a dynamic point system giving players the ability to unlock goodies, and much more.

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**_Highlights:_**

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  • * Compatible with the latest version of unity 2018.
  • * Online - Rollback netcode, now supports UNet and [Photon], * Code is now deterministic and supports [rollback] as Network services
  • * Added support for [diagonal inputs]
  • * Added support for [alternative inputs]
  • * New option added to Bounce and Hit Effects: *Stick to Character*
  • * New option added to Hit Effects: *Mirror on P2 Side*
  • * Removed deprecated network libraries
  • * All files reorganized into better folder structures
  • * No more warnings: Code and templates cleaned and refactored
  • * All character prefabs and movesets moved to the resource folder
  • * Removed fade-out from Loading Screen (making 'loading…' visible during actual loading)
  • * Projectiles now have controlled force in different states
  • * Added option to disable Network options completely
  • * Added `Apply Different Air Force` , `Reset Horizontal Force` and `Reset Vertical Force` to [projectiles](http://www.ufe3d.com/doku.php/move:projectiles)
  • * Added support for trade hits and double K.O.
  • * Added `Apply Different Block Force` to both regular hits and projectiles
  • * Added new option under MapRecorder: Bake Game Speed (Toggle to record the frames based on the game speed value set under UFE → Advanced Options → Game Speed)
  • * Added individual shake density values for camera and character under Global → hit effects and Move Editor → override hit effects
  • * Move sequence and execution system reviewed and optimized
  • * Increased amount of possible custom animations for Hit Reactions (from 3 to 9)
  • * Added new option to Move → [Projectiles](http://www.ufe3d.com/doku.php/move:projectiles): Destroy On Camera Bounds
  • * Added new option to Move → [Projectiles](http://www.ufe3d.com/doku.php/move:projectiles): Apply Gravity (usage example under Robot Kyle's fireballs)
  • * Added updates to Rewired system and support for second player controller
  • * ( *Standard+* ) **_Character Assists_**: Summon a character any moment in battle to cast a move. Character can be hit along with caster as well as hit with caster to create even larger combos. Multiple characters can be summoned at once, and even do cinematic moves. This feature will receive several expansions in the upcoming months and is the predecessor to tag team functionality.
  • * Multi-gauge support: You can have as many power gauges you like.You can also decide which frame should the “meter gain on cast” and gauge drain should start.
  • * Stages can now be loaded as individual scenes

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