::: LATEST NEWS :::
06/05/20
Version 1.0.1 is live! This update fixes some controller issues and some bugs with RAGE Victor.
If the update isn't coming up, you may have to re-install it. I wasn't able to auto update on my end, had to re-install to get the update.
25/04/20
WE ALL READY! King of the Streets '20 has finally been released! Thank you to everyone who had participated, waited or played the original. This is for you. ENJOY!
18/04/20
This has been a long journey! 3 years ago I revitalised this project for the 3rd time and 9 years after I released the first game, the 'reboot' has finally been completed. It has become something I never could've imagined and would like to thank everyone who was involved from the beginning.
The game is currently in review and should be available very soon, I've updated the website with links to the steam page if you want to wish list it.
06/02/20
Not much to report other than focusing on the presentation side of the game. Stats and rankings is fully implemented now which is nice 90's touch in my opinion. It's subtle but breathes a bit of life into each players game. To celebrate the release date coming soon I've added a 1080p wallpaper to the download section.
13/01/20
Hari Tau Hōu 2020 kia tātou.
2019 was a great year for King of the Streets and 2020 will be bigger. With the release date approaching fast, I have a lot to do in very little time so updates have been slow. Here's a list of important updates and major stuff that left to do:
15/11/19
With the last month going quickly, I've been pretty quiet with updates but have made great progress. I've released a trailer with release date (10-4-2020) and I have also revealed the last playable character in JB the War Villain! He is sitting at around 80% at the moment just some collision animations to do and some of the clean up work. I've tried to incorporate as much of the Wing Chun philosophy as I could but it is harder than it looks lol When I complete JB, I'll only need to finish off Viper, a secret fighter and all fighters will be complete. Thanks to everyone who has followed the project through all these years its helped motivate me to get to the point im at now. The end is near.
02/10/19
I’ve fallen behind on updating the site but King of Streets isn’t dead! A lot has been done in the last few months including 2 finished fighters and some other stuff that i’m keeping secret until the game is released.
Both Victor and Yoon Ho are complete including a big intro cutscene for when you get to Victor. I only have 2 fighters on the select screen left to animate and code and some other secrets you’ll have to wait and see.
The plan is to release early next year as I have a bit of a deadline now and I am hoping I can get everything in that I want. So we are almost there after the many years I’ve tried completing the sequel.. but the end is in sight!
18/07/19
NIFO has gone gold! As the engine is essentially complete so fighters should move super quickly. With Nifo finished, I moved straight onto the poison user YOON HO! like Nifo he is moving very quickly, even with all the extra special effects i have to do for him (He has all of his attacks and basic animations and already has the most special effects.). I've also implemented a poison system for him to give him another dimension. Its very similiar to FANG in Street Fighter V. However, Yoon HO inflicts double damage when his opponent is poisoned. He's primarily a zoner, but with the double poison mechanic, it gives him another dimension (hopefully).
I've also taken the time to clean up some of the presentation to make it feel more "Hip hop" and more "underground". The logo was nice, but I was very limited in what I could do with it so given it a quick redesign.
21/06/19
Reaper has gone gold! Finally finished the Men of Mayhem leader and he now takes the completed fighters up to 7! Just over half way. With Reaper complete, I quickly moved onto Nifo and he is moving very quickly. All he needs are his death animations and overkills! He so much bigger than the other fighters and so his strength reflects that. He's a lot slower however and will prob take 3 or 4 shots to land 1 of his. Animation wise I wanted him to feel like hes going to rip your head off as he is seeking revenge and I feel like I've accomplished that. When I finish Nifo, I'm going to start working on the poison user Yoon Ho.
26/05/19
I've been on a well deserved holiday for most of May so progress and updates have been pretty slow. Though I have been chipping away at lots of little things here and there. Since I've been back, I've made great progress on Reaper! He is sitting around 90% right now! Missing his Overkills and other finishers. I'm very happy with how he has turned out and is one of my favourite characters at the moment. Still have plenty of modelling and rigging to do, plenty of stages to design... too much to do haha
24/04/19
I’ve been focusing on animating and coding Reaper, modelling a lot of the remaining stages, characters and assets. Reaper is looking very nice, he’s a strong rushdown fighter with charge punches and command throws. I’ve finally decided to drop a character to help with the pressure and really to keep the story simple! It was starting to get to complicated haha.
05/04/19
Saint went gold last week! Which puts me at almost halfway! The end is in sight! With Saint complete, I’ve stopped adding characters and have gone back to improve the 5 other fighters where needed and add all of the secret finishers and animations. Each character has 3 unique overkill’s and 3 secret ones. With all the X-ray finishers (including some unique hidden ones), stage finishers and some hidden fun stuff... there’s plenty of content hidden away for you to discover.
Now that the story is slowly being implemented, I’ve been modeling the last couple of main characters including the final boss and a secret character or 2 😉. For me, one of the key components to Mortal Kombats fun and success were its secrets. If I can regain that feeling with in this game.. I’ll be very happy.
26/03/19
Saint is sitting around 75% right now. He is missing a few death animations, a RAGE move and his overkills. He has a different play style to everyone else I feel and does really well on the outside. I also started some animation on Reaper, who will be a powerful karate master just to get a jump on things. Arcade mode is finally under way and is implemented with all the story aspects still to do (cutscenes, fighter conversations, bonus stages etc)
When Saint is complete, I'll need to go back and tweak some animations and code in order to set up for the last characters. When I'm at the stage where I'm 100% happy with where everything is at, I'll prepare a beta demo to get some feedback on how it plays.
I've added videos of Saint in action to the Facebook page. Like the page for videos, images and the most up to date information.
05/03/19
I've added the Character Bio for VIPER! The Maverick Industries Head of Security will make sure everything goes according to plan. I finally got to the point where I was happy with the likeness and design and spent a god awful time rigging her. Its prob the last time I ever do a cloak on a character haha She will have a military fighting style and will also make use of electricity and other weapons.
Saint is well under way and already has most of his basics animated. He will fight similar to the Street Fighter V style of Charlie to help bring more diversity to the fighting styles.
03/03/19
After taking the last month to clean up and tweak a lot of the code for menus, pause menu and training mode.. I've finally started animating a redesigned Saint! The Muay Thai phenom will round out the first 6 initial fighters and will essentially complete the engine! I've also been trying to finalise one of the remaining fighters but can't quite get the face likeness to where I want it to be. Without giving away to much, she's a redesign of a character from one of the earlier versions and serves as the head of security for the main corporation running the comp.
09/02/19
Sorry for the lack of updates on the website, I spend most of my time updating the facebook page and forget to update here as well. I've been slowly chipping away at a lot over the last couple months.
18/11/18
Spending some time to focus on modelling the last few fighters so I can start finalising a lot of the design for the menus and stories. I'll be releasing their renders and stories to the Fighter bios when they're done. The first fighter is the Korean poison user Yoon Ho! He will utilise poison with his Taekwando to bring pain to all the other fighters in the King of the Streets.
07/11/18
Everything will start settling down now as I'm back from work trips and what not. I haven't spent much time on specific character stuff since the last update but working on lots of smaller stuff that I wanted to get out of the way.
09/10/18
Updates will be slow over this month because I'm having to do a bit of travelling for work. I've spent a lot of time going back and cleaning up a lot of behind the scenes code and ui design just to help polish it up. The camera has had a complete overhaul and is now a lot smoother and has some new functionality that adds a little more polish (including zoom in and out). With that also meant I had to overhaul the HUD and make use of the draw GUI layer in Game maker. I made the decision to keep the life bars behind the fighters but put everything else on top. This is all because of how vertical Missi plays, it brought a lot more issues than I planned for haha.
Truthy has all of his standing basics and collisions done now and is probably over animated, but it just looks so good to see him bobbing and dancing around. I also modelled and rigged 2 supporting characters for Truthy and completed his stage. Simply known as "Fight Club" its a re-imagined underground prison fight arena based in Wairoa.
20/09/18
I've been quietly doing some tweaking of the look and feel of the King of the Streets. Decided to go all in on the nostalgic look but adding a subtle VHS effect on the entire screen.... and I think its added so much. Its giving KOTS is own look and gives it a lot more character. I've also made some big changes to how the Overkills where performed. They are no longer 1 button, instead going back to traditional simple combinations.This is because I plan to expand the Xray attacks and have to also make room for the stage kills (These are going to be 1 button activations). There are other "Overkill" type moves that'll be secret for each character and having them all be commands just makes sense.
More important news.. MISSI has gone gold! She was completed last week and has come out really well. I've still got some animations to clean up and may also tweak one of her intros (she might possibly get a back story tweak) later down the track, but for now I'm happy to leave her be and move onto the next character. If you want to know who that is, like the Facebook page and you can see some screenshots.
Website news, I've added a bunch of new bios of secondary characters. These character will help build a more believable world and will either aid or go against the main fighters in King of the Streets.
23/08/18
It has been a busy month with multiple work trips and funerals, but King of the Streets has been making steady progress as usual. Missi is pretty much there now only missing an intro and Overkill. She feels great and has some fun and deadly combos. I've also started work on the Eden Terrace Crossing, a stage for Sweeney. I always have a train station as It opens up a lot of animation and stage death possibilities. I'll post screenshots and videos when they're both complete.
As I posted on the Facebook page a few weeks ago, the demo has had over 40,000 downloads on windows! Thanks to everyone who continues to follow the game.
10/07/18
Updates have been non-existent the last couple of weeks but progress has been good. Missi is coming together really well and has all of her basic attacks and a couple of her specials. I had to implement wall jumps which came with a whole lot of tweaks to the cameras, but works really well. I've also started coding Hamilton Gardens (Missi's stage) and its starting to really take shape. There is a lot of animation and it again shows off places in New Zealand that people don't normally hear about around the world. I've uploaded a lot more screenshots on the Facebook page and here so you can see how its shaping up.
05/06/18
With Sikeone complete (3 characters implemented!) and the core engine pretty much complete now, I've decided to step back and start to flesh out the other characters and really develop the story. The game is nothing without strong characters and the the characters aren't much without a believable world to live in. With this now roughed out, I now have a story to help bring it all together and secondary characters to help with that (and cast). This will obviously take longer to do (will have to model and design more than the fighting cast) but for the overall "package" will take it to that next level.
On that, NIFO the big samoan from the first game has had a redesign and is A LOT bigger than he was in the previous game. He has a distinctive silhouette now and fills the powerful / slow giant more effectively. His Bio has been added to the fighter bio section.
Other updates:
28/05/18
Sikeone is pretty much there now (Just missing Ai and 1 standard Overkill). I've also been doing a lot of under the hood cleaning to help iron out a lot of stuff before moving into more characters. The block has been re-done from scratch for example and feels better.
I've also implemented the pause menu, something that may seem so easy can be problematic if not setup properly. Luckily I had planned for it and there wasn't much coding I had to do. From the pause menu (activated by the ESC key) you can change controls, options and view move lists.
7/05/18
I've been doing a lot of travelling for work so haven't had much time to update the site or the Facebook page. But have been making progress on Sikeone and doing a lot of the behind the scenes stuff (bugs, changes, menus etc etc).
11/04/18
Sikeone is making progress, I've gone ahead and started animating his special effects before I finish off everything else (He has projectiles and other flame effects) because they're prob going to be a pain in the arse to do. I've also finished modelling Victor, the boss of the original King of the Streets! He'll be back in this one as one of the boss characters albeit a little more balanced than last time. His bio has been added to the fighter bios page.
I have only 4 more of the standard characters to design and model and I'll have a complete roster!
14/03/18
Thank you to everyone who downloaded and played the demo! If you follow the Facebook page (Link at the bottom of the page) you'll know I had over 6000 downloads on the first day. Its very humbling and motivating to know people want to play it. I have had some great feedback and have been trying to get as much of that done as I can. In more exciting news, I've started implementing the next character! I chose Sikeone because I'm just going to replicate what I did for KOTS'14 so he should move pretty quickly (His basics are done already!).
I've also finished modelling and rigging one of the unlockable characters Reaper! I had this vision for Reaper and as I started modelling and texturing him, I went a different route and in my opinion he came out fantastic! Check him out in the bios page.
9/03/18
Demo 1.0.0 is released!
My first big milestone was to complete 2 characters so I could release a demo and get feedback on what I have so far and I finally got there. You'll be able to fight as either B-Pac or Sweeney, 2 completely opposite fighting / gameplay styles. I've also set up a Gamemaker forum post under Work in progress to get feedback from people. Theres still a lot to do and a lot of the voices are from Street Fighter characters for the time being (will get replaced eventually) but you can still see what its about and how it plays.
Download is available for both Windows and Mac in the King of the Streets '18 section. ENJOY!l
5/03/18
Great progress in the last week has gotten me closer to a public beta release. B-Pac is finally complete! which means I have 2 completely playable characters (Haven't been at this point since the first King of the Streets). Both will still need to be tweaked and balanced and there are still other overkills that I want to do for each (Top Secret), but are def at that point where you can play or play against them comfortably.
I announced on the Facebook page that there will be a demo out this week / early next. Depends on how fast I can fix a few menu things I need to do, but its looking pretty positive. I'll also be adding a topic to the GMC forums to get some feedback from the community their also.
26/02/18
Finally took some time to tweak the website. Just wanted to spice it up a bit by simplifying it.
I've had a lot of time to work on KOTS '18 lately and have made great strides in getting a demo out. I uploaded a testing video on the Facebook page which shows some of the first gameplay footage.
4/01/18
Happy New Years! Been in holiday mode and was planning a big move so haven't had much in the way of website updates. Heres where we are at:
I'm looking at a redesign of the website in the next week or 2 just to help spice it up.
Version 1.0.1 is live! This update fixes some controller issues and some bugs with RAGE Victor.
If the update isn't coming up, you may have to re-install it. I wasn't able to auto update on my end, had to re-install to get the update.
25/04/20
WE ALL READY! King of the Streets '20 has finally been released! Thank you to everyone who had participated, waited or played the original. This is for you. ENJOY!
18/04/20
This has been a long journey! 3 years ago I revitalised this project for the 3rd time and 9 years after I released the first game, the 'reboot' has finally been completed. It has become something I never could've imagined and would like to thank everyone who was involved from the beginning.
The game is currently in review and should be available very soon, I've updated the website with links to the steam page if you want to wish list it.
06/02/20
Not much to report other than focusing on the presentation side of the game. Stats and rankings is fully implemented now which is nice 90's touch in my opinion. It's subtle but breathes a bit of life into each players game. To celebrate the release date coming soon I've added a 1080p wallpaper to the download section.
13/01/20
Hari Tau Hōu 2020 kia tātou.
2019 was a great year for King of the Streets and 2020 will be bigger. With the release date approaching fast, I have a lot to do in very little time so updates have been slow. Here's a list of important updates and major stuff that left to do:
- Viper only has a few animations left to do and she'll be gold. Viper is the last fighter and all the core fighters will be finally finished!
- I've almost finished Vipers stage the Maverick Tower too. It's a bit bare at the moment but hosts an animated Branwen shooting people from the top of the Skytower.
- With the release date coming, I've made some cuts to the stage count. Instead of the rounded out 16 stages I had designed for, I've dropped 2 off because I had a stage for every fighter, training stage and random select and thats it. The other 2 slots were for some ideas I had 3 years ago but I ended up giving them to fighters instead.
- I've cleaned up the Arcade mode now so you only fight fighters you have unlocked. If you haven't unlocked anyone, you'll fight all the normal fighters, then an unlocked fighter you don't have, then your rival.
- I'm working on some optimisation with how load screens work to help remove the lag at the beginning of fights. Because of the size of the sprites I have to preload all the texture pages before each fight.
- My Main focus these next couple of months is to finish arcade mode. This will include the intros, endings and the remaining bonus stages.
15/11/19
With the last month going quickly, I've been pretty quiet with updates but have made great progress. I've released a trailer with release date (10-4-2020) and I have also revealed the last playable character in JB the War Villain! He is sitting at around 80% at the moment just some collision animations to do and some of the clean up work. I've tried to incorporate as much of the Wing Chun philosophy as I could but it is harder than it looks lol When I complete JB, I'll only need to finish off Viper, a secret fighter and all fighters will be complete. Thanks to everyone who has followed the project through all these years its helped motivate me to get to the point im at now. The end is near.
02/10/19
I’ve fallen behind on updating the site but King of Streets isn’t dead! A lot has been done in the last few months including 2 finished fighters and some other stuff that i’m keeping secret until the game is released.
Both Victor and Yoon Ho are complete including a big intro cutscene for when you get to Victor. I only have 2 fighters on the select screen left to animate and code and some other secrets you’ll have to wait and see.
The plan is to release early next year as I have a bit of a deadline now and I am hoping I can get everything in that I want. So we are almost there after the many years I’ve tried completing the sequel.. but the end is in sight!
18/07/19
NIFO has gone gold! As the engine is essentially complete so fighters should move super quickly. With Nifo finished, I moved straight onto the poison user YOON HO! like Nifo he is moving very quickly, even with all the extra special effects i have to do for him (He has all of his attacks and basic animations and already has the most special effects.). I've also implemented a poison system for him to give him another dimension. Its very similiar to FANG in Street Fighter V. However, Yoon HO inflicts double damage when his opponent is poisoned. He's primarily a zoner, but with the double poison mechanic, it gives him another dimension (hopefully).
I've also taken the time to clean up some of the presentation to make it feel more "Hip hop" and more "underground". The logo was nice, but I was very limited in what I could do with it so given it a quick redesign.
21/06/19
Reaper has gone gold! Finally finished the Men of Mayhem leader and he now takes the completed fighters up to 7! Just over half way. With Reaper complete, I quickly moved onto Nifo and he is moving very quickly. All he needs are his death animations and overkills! He so much bigger than the other fighters and so his strength reflects that. He's a lot slower however and will prob take 3 or 4 shots to land 1 of his. Animation wise I wanted him to feel like hes going to rip your head off as he is seeking revenge and I feel like I've accomplished that. When I finish Nifo, I'm going to start working on the poison user Yoon Ho.
26/05/19
I've been on a well deserved holiday for most of May so progress and updates have been pretty slow. Though I have been chipping away at lots of little things here and there. Since I've been back, I've made great progress on Reaper! He is sitting around 90% right now! Missing his Overkills and other finishers. I'm very happy with how he has turned out and is one of my favourite characters at the moment. Still have plenty of modelling and rigging to do, plenty of stages to design... too much to do haha
24/04/19
I’ve been focusing on animating and coding Reaper, modelling a lot of the remaining stages, characters and assets. Reaper is looking very nice, he’s a strong rushdown fighter with charge punches and command throws. I’ve finally decided to drop a character to help with the pressure and really to keep the story simple! It was starting to get to complicated haha.
05/04/19
Saint went gold last week! Which puts me at almost halfway! The end is in sight! With Saint complete, I’ve stopped adding characters and have gone back to improve the 5 other fighters where needed and add all of the secret finishers and animations. Each character has 3 unique overkill’s and 3 secret ones. With all the X-ray finishers (including some unique hidden ones), stage finishers and some hidden fun stuff... there’s plenty of content hidden away for you to discover.
Now that the story is slowly being implemented, I’ve been modeling the last couple of main characters including the final boss and a secret character or 2 😉. For me, one of the key components to Mortal Kombats fun and success were its secrets. If I can regain that feeling with in this game.. I’ll be very happy.
26/03/19
Saint is sitting around 75% right now. He is missing a few death animations, a RAGE move and his overkills. He has a different play style to everyone else I feel and does really well on the outside. I also started some animation on Reaper, who will be a powerful karate master just to get a jump on things. Arcade mode is finally under way and is implemented with all the story aspects still to do (cutscenes, fighter conversations, bonus stages etc)
When Saint is complete, I'll need to go back and tweak some animations and code in order to set up for the last characters. When I'm at the stage where I'm 100% happy with where everything is at, I'll prepare a beta demo to get some feedback on how it plays.
I've added videos of Saint in action to the Facebook page. Like the page for videos, images and the most up to date information.
05/03/19
I've added the Character Bio for VIPER! The Maverick Industries Head of Security will make sure everything goes according to plan. I finally got to the point where I was happy with the likeness and design and spent a god awful time rigging her. Its prob the last time I ever do a cloak on a character haha She will have a military fighting style and will also make use of electricity and other weapons.
Saint is well under way and already has most of his basics animated. He will fight similar to the Street Fighter V style of Charlie to help bring more diversity to the fighting styles.
03/03/19
After taking the last month to clean up and tweak a lot of the code for menus, pause menu and training mode.. I've finally started animating a redesigned Saint! The Muay Thai phenom will round out the first 6 initial fighters and will essentially complete the engine! I've also been trying to finalise one of the remaining fighters but can't quite get the face likeness to where I want it to be. Without giving away to much, she's a redesign of a character from one of the earlier versions and serves as the head of security for the main corporation running the comp.
09/02/19
Sorry for the lack of updates on the website, I spend most of my time updating the facebook page and forget to update here as well. I've been slowly chipping away at a lot over the last couple months.
- Redesigned the winner screens, Xray attacks and the rage activator. Trying to give some cohesion.
- Juggles are far more effective and easier to pull off. It adds more possibilities for damage and adds a lot more fun.
- Basic overkills have been implemented. There are a lot more variety in Xray attacks and stage finishers have also been added.
- Finally replaced all the sound effects with custom ones to make the game its own. I've also tried to keep everything consistant to find that unique "sound" I want for the game.
- Still chipping away at the last remaining fighters and stages. A new stage will be revealed in the near future involving a Māori god.
- Lots of balancing and cleaning up of the 5 finished fighters.
18/11/18
Spending some time to focus on modelling the last few fighters so I can start finalising a lot of the design for the menus and stories. I'll be releasing their renders and stories to the Fighter bios when they're done. The first fighter is the Korean poison user Yoon Ho! He will utilise poison with his Taekwando to bring pain to all the other fighters in the King of the Streets.
07/11/18
Everything will start settling down now as I'm back from work trips and what not. I haven't spent much time on specific character stuff since the last update but working on lots of smaller stuff that I wanted to get out of the way.
- All of the settings in the options now function as you would expect.
- The graphic and sound settings can also be tweaked in the pause menu.
- Added the move lists to the pause menus including unlock able overkill commands (you'll have to unlock these but not expected to pay for them lol)
- Cleaned up some of the command stuff for the controls just to smooth things out a little bit.
- Still fiddling with the intro camera to polish it up a bit.
09/10/18
Updates will be slow over this month because I'm having to do a bit of travelling for work. I've spent a lot of time going back and cleaning up a lot of behind the scenes code and ui design just to help polish it up. The camera has had a complete overhaul and is now a lot smoother and has some new functionality that adds a little more polish (including zoom in and out). With that also meant I had to overhaul the HUD and make use of the draw GUI layer in Game maker. I made the decision to keep the life bars behind the fighters but put everything else on top. This is all because of how vertical Missi plays, it brought a lot more issues than I planned for haha.
Truthy has all of his standing basics and collisions done now and is probably over animated, but it just looks so good to see him bobbing and dancing around. I also modelled and rigged 2 supporting characters for Truthy and completed his stage. Simply known as "Fight Club" its a re-imagined underground prison fight arena based in Wairoa.
20/09/18
I've been quietly doing some tweaking of the look and feel of the King of the Streets. Decided to go all in on the nostalgic look but adding a subtle VHS effect on the entire screen.... and I think its added so much. Its giving KOTS is own look and gives it a lot more character. I've also made some big changes to how the Overkills where performed. They are no longer 1 button, instead going back to traditional simple combinations.This is because I plan to expand the Xray attacks and have to also make room for the stage kills (These are going to be 1 button activations). There are other "Overkill" type moves that'll be secret for each character and having them all be commands just makes sense.
More important news.. MISSI has gone gold! She was completed last week and has come out really well. I've still got some animations to clean up and may also tweak one of her intros (she might possibly get a back story tweak) later down the track, but for now I'm happy to leave her be and move onto the next character. If you want to know who that is, like the Facebook page and you can see some screenshots.
Website news, I've added a bunch of new bios of secondary characters. These character will help build a more believable world and will either aid or go against the main fighters in King of the Streets.
23/08/18
It has been a busy month with multiple work trips and funerals, but King of the Streets has been making steady progress as usual. Missi is pretty much there now only missing an intro and Overkill. She feels great and has some fun and deadly combos. I've also started work on the Eden Terrace Crossing, a stage for Sweeney. I always have a train station as It opens up a lot of animation and stage death possibilities. I'll post screenshots and videos when they're both complete.
As I posted on the Facebook page a few weeks ago, the demo has had over 40,000 downloads on windows! Thanks to everyone who continues to follow the game.
10/07/18
Updates have been non-existent the last couple of weeks but progress has been good. Missi is coming together really well and has all of her basic attacks and a couple of her specials. I had to implement wall jumps which came with a whole lot of tweaks to the cameras, but works really well. I've also started coding Hamilton Gardens (Missi's stage) and its starting to really take shape. There is a lot of animation and it again shows off places in New Zealand that people don't normally hear about around the world. I've uploaded a lot more screenshots on the Facebook page and here so you can see how its shaping up.
05/06/18
With Sikeone complete (3 characters implemented!) and the core engine pretty much complete now, I've decided to step back and start to flesh out the other characters and really develop the story. The game is nothing without strong characters and the the characters aren't much without a believable world to live in. With this now roughed out, I now have a story to help bring it all together and secondary characters to help with that (and cast). This will obviously take longer to do (will have to model and design more than the fighting cast) but for the overall "package" will take it to that next level.
On that, NIFO the big samoan from the first game has had a redesign and is A LOT bigger than he was in the previous game. He has a distinctive silhouette now and fills the powerful / slow giant more effectively. His Bio has been added to the fighter bio section.
Other updates:
- Sikeone is now complete! I'll be adding Missi next who will break up the male dominance.
- Several secondary characters have been modelled and rigged including some of the crowd for the Leabank Park stage (each with profiles and personalities)
- The pause menu is fully implemented now and you can now pause a fight and quit to the menu.
28/05/18
Sikeone is pretty much there now (Just missing Ai and 1 standard Overkill). I've also been doing a lot of under the hood cleaning to help iron out a lot of stuff before moving into more characters. The block has been re-done from scratch for example and feels better.
I've also implemented the pause menu, something that may seem so easy can be problematic if not setup properly. Luckily I had planned for it and there wasn't much coding I had to do. From the pause menu (activated by the ESC key) you can change controls, options and view move lists.
7/05/18
I've been doing a lot of travelling for work so haven't had much time to update the site or the Facebook page. But have been making progress on Sikeone and doing a lot of the behind the scenes stuff (bugs, changes, menus etc etc).
11/04/18
Sikeone is making progress, I've gone ahead and started animating his special effects before I finish off everything else (He has projectiles and other flame effects) because they're prob going to be a pain in the arse to do. I've also finished modelling Victor, the boss of the original King of the Streets! He'll be back in this one as one of the boss characters albeit a little more balanced than last time. His bio has been added to the fighter bios page.
I have only 4 more of the standard characters to design and model and I'll have a complete roster!
14/03/18
Thank you to everyone who downloaded and played the demo! If you follow the Facebook page (Link at the bottom of the page) you'll know I had over 6000 downloads on the first day. Its very humbling and motivating to know people want to play it. I have had some great feedback and have been trying to get as much of that done as I can. In more exciting news, I've started implementing the next character! I chose Sikeone because I'm just going to replicate what I did for KOTS'14 so he should move pretty quickly (His basics are done already!).
I've also finished modelling and rigging one of the unlockable characters Reaper! I had this vision for Reaper and as I started modelling and texturing him, I went a different route and in my opinion he came out fantastic! Check him out in the bios page.
9/03/18
Demo 1.0.0 is released!
My first big milestone was to complete 2 characters so I could release a demo and get feedback on what I have so far and I finally got there. You'll be able to fight as either B-Pac or Sweeney, 2 completely opposite fighting / gameplay styles. I've also set up a Gamemaker forum post under Work in progress to get feedback from people. Theres still a lot to do and a lot of the voices are from Street Fighter characters for the time being (will get replaced eventually) but you can still see what its about and how it plays.
Download is available for both Windows and Mac in the King of the Streets '18 section. ENJOY!l
5/03/18
Great progress in the last week has gotten me closer to a public beta release. B-Pac is finally complete! which means I have 2 completely playable characters (Haven't been at this point since the first King of the Streets). Both will still need to be tweaked and balanced and there are still other overkills that I want to do for each (Top Secret), but are def at that point where you can play or play against them comfortably.
I announced on the Facebook page that there will be a demo out this week / early next. Depends on how fast I can fix a few menu things I need to do, but its looking pretty positive. I'll also be adding a topic to the GMC forums to get some feedback from the community their also.
26/02/18
Finally took some time to tweak the website. Just wanted to spice it up a bit by simplifying it.
I've had a lot of time to work on KOTS '18 lately and have made great strides in getting a demo out. I uploaded a testing video on the Facebook page which shows some of the first gameplay footage.
- Fixed a lot of bugs and still tweaking lots of little mechanics
- B-Pac has almost everything done now. His just missing an Overkill and a Rage move. I've gone all in on the wrestling / grappler which may make him OP or completely useless when I get it into players hands lol I like him a lot, but he's my character tailored to the way Ive always wanted a 2d wrestler to be (ALOT of grapples).
- Re done how the menu controls work. When I released the first demo for internal testing. The first problem people had was the controls, it wasn't clear what controls to use during the menus and while selecting a character. So I've combined them. When you open the game for the first time, you'll get to set your controls and devices rather than a defined set of keys for the menu.
- The first 6 fighters have been designed and rigged! Truthy, Sikeone, Sweeney, B-Pac, Missi and Saint are the first 6 fighters in KOTS '18. They will be the first unlocked in the game (changes could be made later, swapping characters around). The rest will be unlocked old school Tekken style as you complete arcade / story mode.
4/01/18
Happy New Years! Been in holiday mode and was planning a big move so haven't had much in the way of website updates. Heres where we are at:
- Sweeney is pretty much done, he may get some additional moves and attacks to help balance him out but he's good to go.
- B-Pac is sitting around 70%, all his basics are done and a couple of his specials. He still needs intros, finishers and his rage moves done.
- Saint has a core design modelled and rigged. I'm still not 100% happy with it so he may be tweaked in the future.
- I've been working on the interface for story mode and the stage Leabank park (B-Pac's stage).
- Fine tuning everything as I go.
I'm looking at a redesign of the website in the next week or 2 just to help spice it up.
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