Edit Part Duex: Painwheel Character Introduction Video.
Edit: Painwheel being played in an actual match.
Update- New playable character/boss Valentine announced:
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Painwheel Revealed
The link is to an archive of the Gamespot show On The Spot, which was earlier today, but all the Painwheel stuff is in the very beginning.
Since a lot of of posts on the game kind of ghettoized itself to one thread, here are some things that people who haven’t heard of Skullgirls might like to know:
Reverge Labs on Tutorials - Tutorials: Teaching the Untechable
Reverge on Infinites - [Damage x N] – The Problem With Loops
Reverge on Online play - Skullgirls, GGPO… and You
Animating the Skullgirls Way(Video)
There was a thread for this piece of news a while back, but Michiru Yamane of Castelvania fame is composing the soundtrack for the game for those that still had not heard. If you're interested on how Reverge pulled that off check their blog post about it.
Past Character Announcement Videos:
Ms. Fortune
Parasoul
Peacock
Cerebella
Filia
Edit: Painwheel being played in an actual match.
Update- New playable character/boss Valentine announced:
While America sleeps and shops, the newest character has been revealed over at Eurogamer!
http://www.eurogamer.net/articles/2011-11-25-skullgirls-reverge-labs-unveils-valentine
...So, as you can see, we've moved onto bosses.
I'm going to confirm here and now that Squigly and Umbrella are not going to be in the core game, and both will be early DLC characters.
This wasn't an easy decision: the game's budget couldn't cover 10 characters, we needed bosses, and neither of these characters have a particularly prominent role in the first arc of the story. On top of that, Squigly's gameplay concept is pretty out there, and couldn't be accomplished with our existing tech.
I hope all the Squigly and Umbrella fans out there understand, and I think they'll be worth the wait.
Official Site updated!
Whoa, whoa... don't go putting words in my mouth! This is how rumors get started, and you know how people feel about Day 1 DLC.
If we have any Day 1 DLC at all, it'll be free. And it certainly wouldn't be anything "essential" like new characters.
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Painwheel Revealed
The link is to an archive of the Gamespot show On The Spot, which was earlier today, but all the Painwheel stuff is in the very beginning.
Since a lot of of posts on the game kind of ghettoized itself to one thread, here are some things that people who haven’t heard of Skullgirls might like to know:
Reverge Labs on Tutorials - Tutorials: Teaching the Untechable
Teaching people to play is an area that fighting games have traditionally done very poorly in. Some games attempt to ease the introduction to the world of fighting games by including beginner modes with simplified controls. The problem is this creates a real disconnect between the player’s controls and the actions they see on screen – while they can press buttons to make rainbows and get in faster, it tends to make things more confusing in the long run. It also forces the player to unlearn almost everything they’ve learned if they ever want to start playing without assistance turned on.
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For the various elements of the game, we start with defense, not only teaching you guard against various types of attacks, but also how people will try and get around those protections. Then we teach you how to employ those techniques yourself. We think this approach will give people a better foundation. Not only will people learn how to perform techniques, but also when they should and why.
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We’re also trying to keep the learning as interactive as possible. As an example, I’m working on a tutorial now about punishing unsafe attacks. The obvious way to implement this would be to have a computer opponent perform unsafe attack strings, and ask the opponent to follow up with a counter attack. And we do that. But in the next challenge, the opponent attacks you with both safe and unsafe strings, and asks the player to punish only the unsafe strings. This way, we not only teach you about safe vs. unsafe, but also make you apply that knowledge in a (more) realistic situation so that knowledge really sticks.
Reverge on Infinites - [Damage x N] – The Problem With Loops
A loop which could be repeated forever if the opponent had unlimited health is called an “infinite combo,” and one touch from a character with a practical infinite combo is usually deadly. Loops allow characters to easily reach, if not flat-out exceed, their maximum developer-intended damage potential off one hit, which in many cases upsets the balance of the game.
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Developers test the games intensively and fix problems which arise during development that the system doesn’t properly detect by tweaking the characters and sometimes the system itself. However, testing is never able to find 100% of the problems in any game: invariably, when the game is released, loops are found which occupy the grey area that the developers decided was acceptable for a combo to continue and the whole system breaks down.
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A game can only truly be tested once players get ahold of it, learn how it works, and the playstyle has time to evolve. With that in mind, the Skullgirls engine actually adapts per combo to detect loops and allow the opponent an opportunity to escape. That means there is no grey area, and when a loop is discovered that we didn’t remove it won’t be a game-breaking advantage. The system can even be “nicer” early on in a combo, which lets players re-use moves and exercise their creativity while still guaranteeing no practical infinite combos exist. In effect, this system rewards the discovery of non-looping combos rather than rewarding the discovery of the easiest possible loop.
Reverge on Online play - Skullgirls, GGPO… and You
GGPO, short for “Good Game, Peace Out” is a networking library written by Tony Cannon (of shoryuken.com and Evo fame), and it’s what Skullgirls uses for online play. I personally believe it is the future of playing fighting games online, but some players have been complaining about the online experience in the recently released Street Fighter 3: Third Strike Online Edition, which also uses GGPO. A few people have even been disappointed enough to ask me if we would change Skullgirls to use something else. It seems to me that people are blaming GGPO for these problems, when in fact they have not been properly taught how to get the most out of it.
What is this “lag?” Lag is any extra delay in character response beyond what is normal for the game.
“Input lag” in game design terms refers to any amount of time that elapses between a player’s input and the corresponding character response. All games have some, and in fact the smallest achievable amount of lag is 3 frames at 60 FPS (an explanation of which is beyond the scope of this post). However, playing a game online adds extra delay because information must be exchanged across the internet, and this is what players commonly refer to as “lag.”Internet delay is never zero, even if you play someone in the next room.
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But if lag is always there online, how can GGPO “get rid of lag?”
It can’t actually “get rid of lag,” but it can allow the game to proceed as if there wasn’t any. With GGPO, in our example above Alex can choose how many frames the game delays his input on his own console, meaning he can choose to have the game react instantly. Thus, for his own character he experiences zero input lag. This means all his combos, links, throw techs and other timing-sensitive things will feel exactly the same as if Alex were playing offline, making his experience infinitely more useful.
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But remember, the internet delay is still there. So if Alex chooses zero input lag and presses a button on frame 10, the game will react instantly… but it has to guess what Bob was doing. Alex may see his attack hit on frame 12, but the game doesn’t yet know if Bob was blocking. So when Bob’s frame 12 input arrives on frame 17, the game may possibly have to travel back in time to revise itself and instead show that Bob had blocked the attack on frame 12, thus on frame 17 he’s now in block stun rather than hitstun. This “rollback” shows up as visual choppiness, which gets worse with weaker connections since the game has to revise itself more frequently.
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To summarize - GGPO allows players to choose between lag-free gameplay with occasionally choppy visuals depending on the connection, or smoother visuals with more gameplay lag. Traditional networking code doesn’t offer any choice except smooth visuals with laggier gameplay depending on the connection, and while this looks nice, the option to have lag-free gameplay is a much more instructive online experience if players choose to use it.
Animating the Skullgirls Way(Video)
There was a thread for this piece of news a while back, but Michiru Yamane of Castelvania fame is composing the soundtrack for the game for those that still had not heard. If you're interested on how Reverge pulled that off check their blog post about it.
Past Character Announcement Videos:
Ms. Fortune
Parasoul
Peacock
Cerebella
Filia