What is Beasts Fury http://igg.me/p/323268
Beasts Fury is a 2D Fighting Video Game for the PC, Mac, Linux and eventually the Xbox, OUYA, android, and iOS, PS3
What Engine are we using ?
We here at beastsfurystudio are continuing to work on our 2D fighting game, "Beast's Fury".
Beast's Fury will be a 2D, arcade-style "Fighting" game based around anthropomorphic characters. It is currently being developed by a small but passionate team of individuals, both gaming enthusiasts and professional programmers alike. The game will not only involve action, but also will feature engaging storylines, intriguing characters, exotic arenas and a killer soundtrack to boot! This is one game you won't want to miss!
However, we are starting to run short of funds for the game and this is where you come in. Our goal is to raise $5,000 to help keep this project afloat and work on getting the Beta version up and running.
You can donate to the project, even if only $1, to help us achieve our goal and bring this great game to the people.
If you have any questions, email me at beasts_fury[at]hotmail.com
Why our team needs the funds
Why our team needs the funds we are at the point where we can make the first playable build as everyone knows making a game is very expensive
It will be going towards Character animation and programming.
Game Will Feature
Story: Play a single character through regular matches, additional cut scenes, boss fights, and an ending.
Arcade: Play a team of characters through regular matches, boss fights, and an ending.
Versus: A 1v1 Mode with Computer AI
Local: Versus mode between two players on one console.
Online: Versus mode using GGPO
Training Mode: Practice combos and set ups
Replay Feature: Watch your online match's
The Programming Side of this Project
Azurous Studios - www.azurousstudios.com
Jason Barrett - Programming
Nathan Dupuie - Programming
FIGHTING GAME MECHANICS
The fighting game will be structured around a 2-round format similar to many fighting games, the cast of fighters being balanced around 1000 ‘hit points’ which is reduced by hit-box collision over the course of each round, some attacks performing more damage then others. Like many fighting games, each round will be timed, counting down from 99 real-time seconds.
The game will feature 6 attack buttons, three punch’s and three kicks. A light’ medium and heavy version of each. The characters movement is determined by directional controls such as the arrow keys, forward will walk the character towards his opponent, back to distance from the opponent, up will make your character jump directly upwards, diagonals jumping either toward or away from the opponent. Down will cause the character to crouch.
Like street fighter, the game will have a block mechanic, automatically blocking attacks if the character is pressing away on their arrow keys. Diagonals will also work, allowing for crouch blocks and air blocks. The player cannot block while attacking, even if he is holding the correct direction.
The player can also perform a short dash towards his opponent by double tapping forward, special attacks are performed in a similar matter to street fighter, usually being a quarter circle (down, forward and then punch is a classic example of this, the iconic input to fire a hadouken). Special attacks and their properties will be determined later