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Forbidden Origins' first boss design, Battle System Demo, Dev update, Animator update etc.

🕑 Added 2019-07-31 14:45:39 +0000 UTC
Forbidden Origins' first boss design, Battle System Demo, Dev update, Animator update etc.

Comments

ViperV

they are strongly against Grape. But it gets more complex from there. We all know how Siggy gets it in the original DA and they want none of it. DA:FO gets a more consensual flavor to it, but it is not limited to just humanoids but is still following supposed guidelines. Its nowhere near what i envision towards Siggy's arc, but sure, i can try to adjust things to their liking, but not Siggy's arc. So DA;FO is actually perfect for this platform for the 'meantime' - I can't wait to get back to Siggy, and I'll be sure to go all out and hopefully somewhere else by then.

ViperV

copypasting from YT: 1.) Thanks! I actually learned a lot studying B-Spike's method of animation, so its super ready when the actual sprites are designed. 2.) In the future, there will be button combos for more devastating attacks! like S then D then W for a level 3 ultra electro magnetic drill of the stardust crusading muda muda 3.) Yep, i don't like waiting for enemies to stand up, too haha. 4.) Wait til you fight 10 of these guys at once. 5.) Yes, it was intended for this. There will also be bosses that are taller than the screen, so you'll need that to get to their faces and smash em. 6.) That kneeling is for debug purposes only hahaha. But Buffie will give you those orbs for free. 7.) Press UP [W] as Sigurd hits the ground. It maybe a bit strict in frames right now but it can be done. If you fail that first gate, just hold [W] for a much faster get up than normal. THANKS A BUNCH! Really helpful insight!

Zero Enna

Although it might be slightly off-topic, I'd like to comment on what you called Patreon Police: I've been watching the "changes" Patreon is undergoing since it started and have to say I'm not a big fan of them. I understand their motivation, especially since they're a US-based company. (Aka. violence and guns are not a problem, but don't tell anybody how to make new people to shoot in the first place...) Since you mentioned it yourself I'd like to encourage you to not make changes to your projects to make them compatible with arbitrary platform rules, better change the platform if necessary. In the case of DA I suppose it's because the beings 'interacting' with Siggy are not all of humanoid nature but for DA:FO they are? I'd really like to know more about why Patreon would deem FO acceptable but the original DA not. --TL;DR-- When the time comes to continue Siggy's Story, take any steps necessary to complete it as intended, even if that means parting ways with Patreon. In the mean time, great work on DA:FO, maybe you can adapt some of the gimmicks to DA in the future. And always keep in mind: We're not here for the platform, we're here for the content.

Broderick Black

Let's get some more male enemies as well no need to turn this in to a yuri fest

Genickzwirbler

More femaIe enemies please :)

RemnantRyku

Alright, so after about 30+ mins of playing, I really got a nice grasp of the battle system thus far and really enjoying it. Just gonna jot a few points that are good and bad: 1. The base animations are nice. Even with a blank character I can see the choreography of each attack clearly. I'm excited to see Sidgurd's skin fully in animation and the enemies. 2. The Chaos Gauge attacks are pretty damn awesome, so looking forward to full animations. 3. Really glad you can throw your Chaotic Orbs in any direction that your mouse it pointing. If you're keen on juggling your opponents then it's quite essential in keeping the enemy in the air and picking them off the ground. The uppercut works well to pick up lying opponents too, so nice on these moves having this effect so we aren't waiting for them to stand up. 4. While "Green" seems to have an absurdly large hit box when he thrusts his spear/stick, I'm glad to see he's not slow in attack speed and doesn't lack power. Green's attack wind-up could be faster though since we have the advantage of a sliding kick and can throw energy balls, but it is a demo. Better make some of these enemies badass! 5. Interesting that the up-arrow aerial super launches Sidgurd off an enemy and high into the air. Can I expect hidden locations/treasures in high up places? This'll make solving puzzles more interesting and I say a better experience in exploration as well. I spent a few minutes trying to jump over the stone tower, or at least on to it's ledge to no avail. Haha! 6. Let's talk about the Charges you get from kneeling at the statue as these seem to power up Sidgurd's chaos attacks. Well, some of them. Maybe it was a glitch because I couldn't replicate the combo, but do the Charges let you chain chaotic attacks as long as you have charges? 7. I don't know if it was in the demo as I couldn't pull it off, but will there be a "fall recovery" mechanic? While I'm cool with falling and having to stand back up, it leaves the player open to be juggled with the couple of seconds it takes Sidgurd to stand. I don't know if you're invincible to damage while you're standing back up as Green never attacked fast enough, but this could pose a problem if so. Otherwise, I say a recovery mechanic would be nice, if possible. Say...a second or half-second when hitting the ground if you press the up-arrow you'll stand up faster. Well, that's about it for now with what I've experienced with the battle system demo. Out of 10, how do I feel about the battle system thus far? 10

Magnymbus

Woo!

RemnantRyku

Yeah, I was wondering why there's been a long pause between updates. Hey, let's not waste time on the bad past! I'm looking forward to this demo!

Kayami Kira

That new animator looks very promising ! I cross my fingers all your troubles on that front are finally fixed :)


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