In Progress World Heroes Timeless

The project is currently under development.

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
I've always wanted to do a World Heroes module, and even though I have several projects on the back burner, I figured why not jump back into some mod authoring work and see if I still got it. :)

The full project details are here. Incidentally, I HIGHLY recommend using Github for your module projects - it may be meant for coding, but it works like a dream for pretty much any project you want archives of your progress.

Anyway, here is a simple stage demo of the "Metal Mesh Deathmatch" area. Nothing too fancy - but it does combine several concepts not usually seen together.

  • Multiple "Mode 7" layers.
  • Working city lights.
  • Reflective water.
  • Changing environment (dusk to night).
  • Interactive (not shown here). The back wall with neon Metal Mesh sign can be destroyed by throwing enemies into it. Both players and enemies are then subject to being thrown into the water. Entities will scale as they fall away or toward the camera and splash into water, similar to my old Fatal Fury stage work seen here:

    Ff_chronicals_water.gif
    Ff_chronicals_mister_t.gif


Other than the destructible panels it's not particularly complicated. Really the only difficult part was the palettes - they had to be planned carefully for the neon city lights to work. Although each layer may have its own palette, only layers on the global palette can use the engine's built in neon effect. Otherwise you have to start using scripts and entities to make it work.

The destructible panels are in two parts. The Metal Mesh sign is a panel entity with one frame and four color palettes that rotate on a timer. The back wall is another panel entity, tied to the global palette so it darkens with everything else. If either takes enough damage, both are immediately killed while spawning a normal entity duplicate of themselves that falls into the ocean.

The next step will be real time light effects - as the stage darkens, I want to add a glow around players and entities from the sign. I have a script that will do the job, but it needs some cleanup before testing.

More to come.

DC
 
As I said to you in FB, very nice work. My only concern is about the water reflection vanish point.
I wasn't aware this would be a new mod from you, awesome news.
 
O Ilusionista said:
My only concern is about the water reflection vanish point...

Yep, and like we talked about I agree completely. In the next revision, I'll reduce the reflection's vertical size to ~40%.

I wasn't aware this would be a new mod from you, awesome news.

Yeah, but there's a long way to go. Right now it's pretty much Magggas's Supreme Justice with widescreen resolution and some remade stages. The finished product will be entirely new.

DC
 
O Ilusionista said:
I know its a bit too early, but what are your plans for the playable characters?

The plan is you may choose from the whole cast. You will select a fighter at the start of each stage, a lot like your avengers module. But you start out with only one available per player (up to three players) - you have to beat the others to add them to your roster. It's not a linear game - you select time periods to set right, with the cast members acting as the main boss for their area and time period.

I'm going to try to make certain stages have different sorts of challenges better suited for certain fighters, but not to an extreme - any character can get the job done.

Guest characters may show up. ADOK is the obvious choice, and will you definitely see other ADK franchises in some forms (I'll probably take from Ninja Masters for instance)... but priority is to get the World Heroes cast playable first.

DC
 
Yes! nice project.
I'm really hyped to see you're working on such a game.
And good to see there will be a mix with AODK and Ninja Masters.
The various functions and custom elements looked great.
 
As for guests, how about characters from Eternal Champions as well? They'd work with their time-travel motif, and their stages provide good ideas for hazards with the Overkill and Sudden Death moves.
 
Miru said:
As for guests, how about characters from Eternal Champions as well? They'd work with their time-travel motif, and their stages provide good ideas for hazards with the Overkill and Sudden Death moves.

I like the Eternal Champions series, but I'm not really interested in its assets. Sega used a very dither heavy style of artwork that is pretty much the exact opposite of ADK's. It would just clash too much. To me it would also feel a bit like throwing stuff at a dartboard and seeing if it sticks. I want to make a World Heroes game first and foremost.
 
Excellent work with stage interaction, I'm going to have take some heavy notes from ya there. :D looking forward to the project.
 
I'm really hyped by this project DC.
I really hope it will not stay as an unreleased/cancelled concept.
good luck to you. If you need some custom sprites just send me a PM.
You and other great guys here helped me a lot in the past.
 
Thanks all. Here's just a little something I am considering - real clothing changes. It's not a matter of if it can be done, just if I really want to throw the kind of man hours it will take me to create all the sprite resources.

  • First, I remaster some characters with smart palettes. I'm going to have to do that to a small extent anyway.
  • Next, use script binds to overlay accessory models when certain palette choices are active. As an example, Hanzou here would overlay a scarf if player has palette 10-15 selected. The accessories themselves could also have varying color palettes.



[attachment deleted by admin]
 
Damon Caskey said:
Thanks all. Here's just a little something I am considering - real clothing changes. It's not a matter of if it can be done, just if I really want to throw the kind of man hours it will take me to create all the sprite resources.

  • First, I remaster some characters with smart palettes. I'm going to have to do that to a small extent anyway.
  • Next, use script binds to overlay accessory models when certain palette choices are active. As an example, Hanzou here would overlay a scarf if player has palette 10-15 selected. The accessories themselves could also have varying color palettes.
What would be cool about this would be that you can even go as far as to do head swaps for things like changing hair and what not or even better cloth damage. My interest has peaked haha.
 
Finally got a respite and was able to jump into this project harder. Finished color separation and removal of drawn in particle effects for Hanzou. Other characters are getting similar treatment, which thankfully won't be as big of a pain. Hanzou is a deceptively complex design, and I had to hand draw a lot of parts once the particle effects were removed, particularly his blades. ADK really knew how to get the most of the Neo-Geo's 16 color limit.

There has been lots of other progress too, just nothing I've deemed post worthy. It's all in my github.

Sprite%20Sheet.png
 
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