Soul Calibur 6 Discussion

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I was wondering if anybody was familiar with the typical order of the usual tasks in game development.
Which are usually the last things that are worked on in fighting games? Character models, guests, stages, motion capturing and artworks, roster etc. should definitely be set and done by now. So my guess is right now, they'll primarily focus on visual fine tuning, character renders, CGI (?) intros, gameplay tweaks, training mode, CAS items and the likes. But I'm not really familiar with the process, so maybe someone can give us more hands-on information?

Trying to figure out what the last 30% of development might involve and what's rather unrealistic to expect to be added or changed at this point...
Usually it starts with new mechanics, the basics. Then there's the building of different modes (story, vs) and they try the new mechanics. Then they're choosing the roster (using dummy characters) to create new animations to test the mechanics and new moves. Once the mechanics are set, they can start working on animations (story mode cutscenes) and details on the characters (e.g. Sophitia smiling). At the same time they work on stages to suit the story, they rework some things (it happens that some character are given a more important/different role), the create new assets for CaS, work the AI for difficulty etc. Then it's more about detail than anything else: each animation is tested thoroughly, polishing looks and stages, checking the coherence of the story, testing and fixing clipping issues.

To me, the last 30% are about polishing, adding/fixing moves, creating characters (to replace dummies), and attention to details.
 
God, the whole "70% complete" thing is making me really nervous. I know the leakers said that the game's been in development for a while now, which might explain why it's so far along... But I'm still worried that this game is gonna be like most other Japanese fighting games right now where there's very little single player content... Or very little content at all, for that matter. (Looking at you, Capcom)
 
Or they could actually confirm Viola=Amy and fuse their movesets, so it will be rapier+orb instead of claw. Viola could be a premier skin of sorts for her.
:sc4amy1:Amy's great frame data and stuns and small hurtbox+:sc5vio1:Viola's Orb shenanigans?

120px-Amy_Broken_Destiny.jpg
 
I'd rather Viola and Amy stay separate, Viola is really unique and I'd like to see her back.
However, there are some characters I wouldn't mind moves being taken and given to more classic characters.

I would give Cassandra some of Patty's moves (he ain't coming back).

Xianghua some of Lexia's (does Lexia even have any unique moves that Xianghua could have?).

Maybe give Taki some of Natsu's moves or create Toki with them plus new ones.
 
HUD looks good. 100% Health is green, Damage taken the health become blue, 30% Health is Yellow(Reverse Rage). I hope Reverse Rage is gone by release. I'm fine with the color changes for the health bar.
Reverse Rage gone? Why would they remove an advertised mechanic?
 
If there isn't a guide with frame data im sure it wont take 8way nerds long to figure it out like they did with SCV Kappa

Did you guys ever own the Futurepress SCV guidebook? That thing was god damned amazing.

Frame data, hit properties, backstory, art, it was the best gaming supplement to ever grace the cfighting game market.

I really hope that they’re on board again this go around for Soul Calibur VI.

Well the guide in SC5 was written well in advance in a team of British, french and german players (@Age_of_Truth , @JAGTHEGEMINI) .
To my knowledge those people dont have the game at the moment OR DO THEY :) So im wondering if anything like this will be there for SC6...

Then again the Futurepress guides sucked because they never updated, i bought the Street Fighter one and they just stopped after Season 1, so its kinda sad.

@Menace I actually did a lot of the Frame Data for SC3 and SC4. SC2 was done more or less all by Tharon Mortis...if SC6 doesnt have a guide like SC5 it will take a few days for input speed, then we figure out the blockstun and hitstuns in a few weeks, i'll be the first to do Cervantes :) Actually this was one of the most fun aspects to me when the games dropped.
 
Did you guys ever own the Futurepress SCV guidebook? That thing was god damned amazing.

Frame data, hit properties, backstory, art, it was the best gaming supplement to ever grace the cfighting game market.

I really hope that they’re on board again this go around for Soul Calibur VI.
Indeed, good sir. It also was a signifier of the cultured and refined tastes of SoulCalibur fans as compared to the filthy, unwashed masses that preferred other avenues to pursue their virtual yet primal combat instincts.

*sips tea*
 
Well the guide in SC5 was written well in advance in a team of British, french and german players (@Age_of_Truth , @JAGTHEGEMINI) .
To my knowledge those people dont have the game at the moment OR DO THEY :) So im wondering if anything like this will be there for SC6...

Then again the Futurepress guides sucked because they never updated, i bought the Street Fighter one and they just stopped after Season 1, so its kinda sad.

@Menace I actually did a lot of the Frame Data for SC3 and SC4. SC2 was done more or less all by Tharon Mortis...if SC6 doesnt have a guide like SC5 it will take a few days for input speed, then we figure out the blockstun and hitstuns in a few weeks, i'll be the first to do Cervantes :) Actually this was one of the most fun aspects to me when the games dropped.
Lol cool stuff, you Euros usually get your hands on the game early I wouldn't be surprised if French players like Keev, shad, or Maxou will get to test things early.
 
What if for a content section of the single player they had:
- a lost swords mode where the combos are crazy
- challenge mode where you have to perform x combos/ RE is disable/ guard is disabled
- the slot machines :)
 
I would want them to bring back a combination of Weapon Master Mode from SC2 and the story mode from SC3. Challenge-based storyline gauntlet paths mixed with branching paths and storyline choices, as well as awarding players extra content. Though I do like the idea that weapons and armor stay cosmetic like they were in SCV; it was too much of a hassle trying to make a nice outfit that was also very functional and didn't have -50% defense in SCIV.

The QTEs can stay in SC3 though, stupidest shit ever lol.
 
@Hayate @Vergeben

For you suggestions list, can you request an option to *not* see your opponent's custom characters online? Also, if armor destruction doesn't have a gameplay purpose like reduced defense, can we get a toggle to turn it off? I'd rather not have a bunch of half naked characters after every match.
 
What if for a content section of the single player they had:
- a lost swords mode where the combos are crazy
- challenge mode where you have to perform x combos/ RE is disable/ guard is disabled
- the slot machines :)

SCVI already Lost Swords Combos like Mitsu's AAA & Sophitia's BBB & BBBB in Soul Charge Mode.

Xianghua some of Leixia's (does Leixia even have any unique moves that Xianghua could have?).

Leixia's 3B & 3B+KK is better than Xianghua's version, 6KK, WS K, 66AA, 11_77AA (That was 1A in the past games, but adds the transition into FC A+B), & 44[A] (slower whiff punish that gives you combos).

So it is a reboot?

I would hope they would be smart enough to pull the MK9 approach and make the "change" be from Astral Chaos becoming more involved.

SCVI is a MK9 style reboot.
 
Wondering if also the stages will be reimagined from SC1 because Sophitia's seems more close to the SC3 one.
Also I'd love to have Valentine Mansion revisited from the original SC! And the music was my fav SC bgm ever! Unblessed soul *cries*
 
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