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Brink Update: Sonic Space, Exclusive DLC, Release Date Poll

By: goukijones Jan 20, 2011 | 6312 Views | 14 Comments

Brink is a highly anticipated shooter. Made by some crazy English chaps that love to do what they do. Brink is going to set a new standard for shooters when it's released sometime this year. Also Exclusive DLC information, where you purchase matters.

It's been 6 Months since the last developer diary from Splash Damage. Don't worry about that. It's time to get a lesson on Sonic Space. Something that the developers are taking very serious over at Splash Damage. This type of attention to detail and dedication really gets me hype to see what comes next with Brink.

BRINK DEVELOPER DIARY #5 - CHRIS SWEETMAN was just released today. Chris Sweetman is the Audio Diretor at Splash Damage. Chris also did sound design on the BLACK video game. In his latest blog he talks about Sonic Space and what it means for Brink.

"We wanted every sound in Brink to be heard perfectly, whether it was a Molotov cocktail exploding, a mini gun winding up, or a heavy body-type player coming round the corner to stomp on your face." Chris says in the blog.

All of the audio was originally recorded for the game and there has been extensive work in creating the perfect sound effects for Brink. So when you are doing Parkour and jump on to some shanty roof top, it's gonna sound like a shanty roof top.

The Choir of Guns idea is great. Whether you are Resistence or Security in the game you will have different sounding weapons. The Security will have the cleaner, more well maintained sounding guns. The Resistence will have the beat up/been in a fight version of guns. Look closely when you watch the video, almost every gun looks and sounds different. A little bit of that Borderlands style right there.

Halo always stands out for me when I think about the sound of gun fire. I don't know too much about what gun fire sounds like in real life, so I can't discuss that. I do know when I shoot off a sniper rifle on Hemorrhage, it echoes off the canyon walls and then fades away. In Brink, Chris explains that the sound is totally natural in the game. There's no BS background weird war noises going on. If you hear gun fire, you should be able to tell how far away it is and perhaps who is shooting at who.

"Then on top of that, we gave each weapon three distinct stages of distance:
A close-up third person sound - what you would hear if another player was right next to you.
A mid-range sample - which would be played about 15 to 20 ft away from the firing player.
A far sample - which would be played above and beyond 20 ft from the firing player.
"

If that's still not enough, Splash Damage took it one step further programing begginng, middle and end firing sounds for each weapon. What this means is a more true to life sound, not just a looped audio track that goes off depending on how you push the trigger.

"We came up with a granular system that breaks up our recorded weapon burst of roughly 15 rounds into three main groups: Start, Middles, and Ends.
The Start is the initial attack; it’s the first shot fired and this sample always stays the same.
The Middles are the tiny sections of each shot firing, broken up into pieces.
The Ends are the tails of the final shot in a burst; like the Starts, these samples always stay the same.
"

If you want to read the entire blog, well then you got to go to the Official Brink Website. I enjoyed it thoroughly. 
When you watch the video, watch with your ears. Look at the guns and the characters, there are tons of character skins and weapon mods running around. I'm very exciting about this.

Brink - A Choir of Guns Gameplay Trailer

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A List of Few Changes for SSF4 Arcade Edition Cast

By: Cinderkin Oct 26, 2010 | 556 Views | 5 Comments

The Japanese Super Street Fighter 4 Arcade Edition development blog was updated with a partial change list for the five of the characters in the arcade edition, Ryu, Balrog, C. Viper, Cammy and Guy.

NOTE: This is not the complete list of changes, nor is it the full list for these 5 characters.

Ryu

• Far Standing Medium Punch is now Special Cancelable.

• Close Standing Medium Kick damage increased. This took off 70 life in SSF4.

• Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.

• Decreased Crouching Medium Kick's active frames.

• Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.

• Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous.

• EX Air Hurricane Kick will no longer miss last few hits.
 

Balrog

• Damage for Close Standing Medium Punch was decreased slightly. It now forces opponent to stand on hit, and is Special Cancelable. This move took off 80 life in SSF4.

• Far Standing Light Punch will now miss crouching opponents.

• Damage on Headbutt was decreased and it now has more recovery frames. This took off 100/120/140/150 for the Light, Medium, Hard and EX versions in SSF4.

• Ultra 2 (Dirty Bull) motion changed from a 720 to two half-circle backs + 3x Punch.
 

C. Viper

• Ultra 2's hitbox size increased.
 

Cammy

• Close and Far Standing Light Punch recovery time decreased.

• Close Standing Medium and Hard Punch recovery time decreased.

• Crouching Light and Medium Punch and recovery time decreased.

• These changes give Cammy more frame advantage with her Normals.

• Cannon Spike flies less distance away after connecting, making it easier to punish, this is on block and hit.

• Regular version of Cammy's Cannon Strike (Dive Kick) cannot be done as low to the ground as before. The EX version was unaffected.
 

Guy

• Crouching Light Kick damage decreased. Has a 3 frame startup now, it was 4 before and took off 30 damage.

• Far Standing Medium Kick has faster startup time and less recovery.

• Far Standing Medium Punch hitbox improved.

• Towards + Medium Punch (Overhead) is two hits now and no longer leaves you at a frame disadvantage on hit.

• EX Run timing for followups is the same as the regular version now.

• EX Run Stop follow up has Super Armor.

• EX Run Slide follow up has projectile invincibility.

• Super does more damage, and fixed some problems with it not connecting after a combo.

 

Tell us what you think in the comments. Don't be a Jimmy!

Source: http://www.eventhubs.com

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Part 2 of the Japanese SSF4 dev blog post about Yun translated!

By: Cinderkin Oct 25, 2010 | 410 Views | 6 Comments

Part 2 of the Japanese developer blog for Yun has been translated by Arc Rail.

Greetings. This is the Developer Blog.

Society is all about sports this fall, but we at Development are cursed with physical weakness from working at a desk every day.

We've been fighting muscle pain from moving all that heavy equipment at location test time...

This time I'd like to talk about Yun's special moves.

Special Moves

Yun's special moves are: Zesshou Hohou (Lunge Punch), Tetsuzan Kou (Shoulder Slam), Nishou Kyaku (Dragon Kicks), Kobokushi (Palm), and Zenpo Tenshin (Flip Grab).

The setup is the same from the Street Fighter 3 Third Strike days, although you might say their properties as a whole have received various kinds of tuning for SSF4 Arcade Edition's system, and some new EX moves have been prepared.

The Lunge Punch can be a strong attack in combos, Shoulder Slam is good to use if you want to go through a projectile and juggle off the hit, and his Dragon Kicks will be the standard anti-air for combos and otherwise.

The effects will vary depending on the button pressed; it is possible to make small adjustments suited for different situations.

The Palm attack boasts the highest damage of Yun's special moves, and with that in mind, whether scoring a hit and juggling from there, or hoping for some nice chip damage against a blocking opponent, plan a setup for this move and the effects will be easily visible.

Flip Grab is a command throw that does no damage in itself. It's unblockable and can only be landed from close range, but from there it's possible to incorporate and use all sorts of followup combos.

In addition, since while Genei-Jin (Super) is active it strengthens the properties of special moves, highly-active attack strings can contain multiple opportunities for heavy-damage combos.

Super Combo

Yun's Super Combo is synonymous with Yun himself: Genei-Jin. When activated, the Super Combo gauge becomes a timer. For a set time, his normals, special moves, unique attacks (command normals), and Ultra Combos have altered properties.

Unlike usual, a variety of combo recipes can be created from this, so we would like to see different people plan out their own personal combo strings while aiming for high damage.

For those who mastered the Genei-Jin in Street Fighter 3 Third Strike, I think the SSF4 Arcade Edition version's Genei-Jin will still be relatively easy to get into.

Ultra Combos

Yun's Ultra Combo 1 is Youhou (lift and burn). Ultra Combo 2 is Sourai Rengeki (speared lightning barrage).

Compared to Sourai Rengeki, Youhou's damage is low. The range of the first hit is short, so it is necessary to discern the right conditions to use it, but it can be easily included in a combo, and since it is possible to juggle afterwards, with proper planning it can lead to high damage when the situation arises.

Sourai Rengeki does high damage and the range on the first hit is long, so the invincibility is appropriate for use to punish a projectile, counter a blow, or the like. On the other hand, this move is somewhat difficult to combo into. The attack animations were arranged based on the move's style from Street Fighter 3 Third Strike.

We have reached the end.

Dealing with Genei-Jin, with the afterimages and damage scaling and such, was a constant concern from the beginning of development on SSF4 Arcade Edition, making us wonder, "Can we really implement this!?"

But as a product of the staff's blood, sweat, and tears, everyone, I believe we can happily present you with the results of our efforts.

Against grapple characters he might sometimes encounter a bad match up, but with love and courage, please master him!

 

Tell us what you think in the comments. Don't be a Jimmy!

 

Source: http://www.eventhubs.com

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Japanese SSF4 dev blog post about Yun translated

By: Cinderkin Oct 25, 2010 | 334 Views | 6 Comments

Arc Rail sent over a translation of the Japanese SSF4 developer blog that focuses on Yun

About Yun No. 1

It's been a while. The Developer Blog is resuming now!

To the many location test participants, we extend our utmost thanks.

Having taken into consideration such a large amount of feedback, we will keep on with our round-the-clock development in pursuit of the prime competitive fighting game. From today on we'll be trying to run at maximum output.

I thought I'd come tell you about the elements updated from the home version of SSF4, so first, I'll start with the normal moves breakdown for this new character, Yun!

General Concept

The goal of the development effort was to make Yun a good fit in the SSF4 Arcade Edition system, while maintaining his image from Street Fighter 3 Third Strike as much as possible.

Using the Raigekishuu (Dive Kick) along with Yun's diverse rushdown moves, play tricks on the enemy with his agile, light movements, while articulating strings with few gaps to steadily pressure the opponent into taking your attacks, until you can build up the Super Combo gauge and activate his Super, Genei-jin, for a combo. Combining these aspects should be the goal for any Yun's battle plan.

Yun's vitality and attack power are on the low side, so in order to increase his chances of getting in contact with a troublesome opponent, the number of Cancelable normal moves has increased since Street Fighter 3 Third Strike.

Due to SSF4's system where it is more difficult to build meter than it was in SF3 Third Strike, and since EX Special Moves tend to be designated as countermeasures against projectiles, Yun's Super Combo, Genei-Jin, was strengthened a little.

For players accustomed to the Yun in SF3 Third Strike, or for players who like to use mobility to create a close-range fight and have a taste for unique combos, I might venture to say that this is a character intended for you.

Normal Moves

While Yun's normal move lineup looks similar to their animations in SF3 Third Strike, their uses in SSF4 Arcade Edition have received tuning. Let me bring up some examples...

Close Light Kick and Far Light Kick are Cancelable pokes with quick startup times.

Far Medium Punch is a poke with a relatively good hitbox that leads to a Target Combo, although this time it is possible to Cancel it. If you happen to have meter, you could get into Genei-Jin (Super) from here by means of a special move.

Close Medium Kick can be jump-canceled on hit or block. A clean hit on the opponent should allow a variety of juggles to look forward to.

Crouching Light Kick has a fast startup and can be linked into normal moves, a low-hitting combo starter.

Crouching Medium Kick is well suited for occasional use as a poke due to its range and fairly quick startup.

In the air, Jumping Medium Kick can hit as a jump-in from far away, Jumping Hard Kick is an air-to-air measure, and Jumping Hard Punch is a jump-in combo starter.

Unique Attacks (Command Normals)

Yun has 3 Unique Attacks: Senpuukyaku (Overhead), Dakai (Toward + Hard Punch), and Raigekishuu (Dive Kick).

Although it can be blocked low, the trajectory of the Dive Kick will change depending on the button pressed, so it should see wide usage as a surprise attack from the air.

His Overhead (Toward + Medium Kick) and Toward + Hard Punch gain different properties during Genei-Jin. You can make use of these during your combos and attack strings.

Target Combos

Yun has 5 Target Combos in total. From among these we'll specifically point out the following:

TC3 (Crouching Hard Kick -> Standing Hard Kick).
TC4 (Far or Close Medium Punch -> Hard Punch -> Back + Hard Punch).
TC5 (Close Light Punch -> Light Kick -> Medium Punch).

TC4 especially should see use from a poke or after a jump-in as a quick source of damage.

TC5 can be used to allow time to buffer into Genei-Jin (Super) from normal moves, or be used with a special move for a regular damaging combo, and so on.

The next blog is the special moves chapter, at last! The subject: How did we handle the fury of Genei-Jin that flourished in SF3 Third Strike?!

Look forward to it!

 

Source: http://www.eventhubs.com and http://www.capcom.co.jp/blog/sf4/development_blog/2010/09/28_2698.html

 

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