

That means if you parry something slow and strong such as a Kragg Forward Strong, then you have the time it takes for the the attack to end AND the additional lag to punish Kragg.

When your opponent hits you during the 8 active frames of the Parry, you gain invincibility and then your opponent suffers additional lag once their attack completes. The Parry has 2 startup frames, 8 active frames and 20 recovery frames across most the characters.

Because of how useful this beefed up spot-dodge was, I ended up extending its active frames to the entire length and created a Parry. But then I added a powershield version of the spot dodge that would have better effects than just dodging. The parry initially started out similar to a smash spot dodge. We essentially removed rock-paper-scissors from a fighting game. Once we eliminated grabs, we had to remove shields. When working with sprites, the workload becomes exponential based on the number of characters in the game. You can’t just animated them for each character if you want to do cooler throws, you have to give opponents custom reactions. Grabs were one of the first tools eliminated as I knew the work required to make multi-directional throws look good.
RIVALS OF AETHER ROSTER SERIES
The first is that ‘Rivals’ has a focus on offensive combat, that means defensive options that players see in the smash series have been reduced. We are working on finalizing our agreement and then hope to be able to get on the Xbox Game Preview Program as soon as possible.Īndrew Perry: What caused you to make some of the decisions that separate ‘Rivals’ from other Smash-esque fighters? Mainly, the replacement of shielding with a parry system and no ledges but a wall jump for each character?ĭan Fornace: So the majority of the engine design choices are made for two reasons. Due to the amount of work it takes to have a game on Early Access, we wanted to reach out and find someone to help specifically with the Xbox One version. It was particularly cool to see some of the Smash Bros pros that I have watched for years give the game a shot and enjoy themselves.Īndrew Perry: How has the process been porting ‘Rivals’ to the Xbox One?ĭan Fornace: The port to Xbox One has been moving behind the scenes. It was a surreal experience seeing so many people try out the game on our first week of Early Access. So imagine my excitement when the opportunity came to interview the creator, Dan Fornace, about the game.Īndrew Perry: How has the reception for Rivals of Aether been since launch?ĭan Fornace: Reception has been incredible. As a huge fan of the Smash Brothers series, I found myself loving ‘Rivals’ the second I picked it up for its speed and technical capabilities. More than that, it sets itself apart from Super Smash Brothers in enough ways to create its own identity, while catering to players of the series. Combining the fast-paced speed of Super Smash Brothers Melee, a parry system that emphasizes timing like Street Fighter 3 rd Strike, and different play-styles for each and every character, ‘Rivals’ holds so much polish and charm that fighting game fans across the board can enjoy. Rivals of Aether, a ‘Smash-esque’ fighting game, was released on September 22 nd, 2015 and has become a hit since then. While Super Smash Brothers for the Wii U and 3DS has been out for just over a year and the recent announcement of Cloud joining the roster garnering a massive amount of hype, many fans of the fighting game probably haven’t heard of a new ‘Smasher’ that hit Steam Early Access earlier this year.
