I know. This forum is so cool. I can set up rivalries for the big release! I am gonna make my guy look secret agenty. Or like the prince of persia. You?
I would if I could but you'll see that advanced controls are reliant on touch. For example, specials are working around timing a press or a hold, more than an execution (no quarter forward etc). They're still a bit skill demanding (some timings are tight), but I feel the press / hold philosophy would feel awkward on an arcade stick. I'm not excluding the possibility of course, as Kinetic Damage could find its way on Ouya or bigger consoles (would need a graphic overhaul though), but for now, I prefer to focus on giving you more features like multiplayer, Art customization and even deeper mechanics. There, an example where it would feel awkward on an arcade stick : in the trailer, at 2:17, you can see how Ninjutsu's Assassinate special works : 1) hold the special button to charge the dash 2) release to fiercely dash into opponent (the more you charged, the longer you'll dash) 3) once opponent is hit, you automatically stun him with one strike to the throat -> he goes into a juggle state for as long as you charged (So either you take the risk to charge longer and expose yourself, either you make it safer but less damage. I told you there were a lot of precise mechanics ) 4) and here we go : the opponent's health star will zoom during that juggle, and each time you tap a health node, this is traduced by a quick fist to head, torso or legs, depending on which you tapped. Link pointing at 2:17. This 4) control mechanic would feel incredibly awkward on an arcade stick You would end up mashing all 6 buttons without really knowing what health node each button is. So it's not impossible for me to port it to iCade, but I'm not convinced for now. I'll remain open to player feedback anyway. I'm still working on multiplayer ;-) all is working, but the Rollback system got some "slight" calculation error, let's say, 1 time out of 50, when you mash all the buttons erratically. I don't want a single bug in this game. So I will give you all a free update with multiplayer once I'll have resolved this issue. And if you like secret agent styles, I'd recommend you the Ninjutsu art You're very fragile, but super fast, with the highest critical rate of all arts. And your special outfit is just making you look like a futuristic ninja, to top it all
Damn, I can't believe I forgot this question. Will modding be possible? Volt, SFxTK and KOF have that damn .obm file that can only be oppened by Photoshop, Tile Molester and such, and even then editing it is a nightmare.
I got no clue about that, as resources are Unity's proprietary format, packed and encrypted their way, so I really don't know, sorry
Thank you ! I hope everyone will have fun ! I could support some kind of "secret custom texture" in the future, like inputing a Konami code during character creation so the game will search for a precise .png in user Documents folder. Could be a nice addition, but it would stay local (only visible on user device) for rating reasons For now, I want to focus on real gameplay stuff like multi, deeper mechanics, etc., but I'll keep this idea in the back of my head ;-)
not yet, still waiting ... I have no clue about their testing procedure, but there are quite a few things to test in KD (if they go the extensive way). I'm watching the status every day though.