
WIP Character Update: Feb2025 - Sheth is here!
This is the 8th character I've added to my WIP pool for the IkemenGo engine.
All of my WIP characters are available on my Patreon for $5 subscribers or one-time purchase to access to that post. I do not charge subs for months where the update is small.
NOTE : I will NOT be making a backwards compatible version of my characters for MUGEN. They are now IKEMENGO ONLY. IkemenGo can play Mugen content. Making a separate version is too much effort at this point when I've been leaning more and more on new IkemenGo features.
This month's download available here : https://www.patreon.com/posts/wip-c.....r-is-121229409
The remainder of this post is copied over from the Patreon Post :
And the 8th character to be added into the mix is here. It ended up being Sheth. I will finally allow this month's charge to go as normal, since I feel like enough updates have progressed, along with an 8th character being added.
He's still very early in development, and being built on top of Aurumo's build. He has only a few attacks of his own, and had his movement stuff adjusted to fit him.
His mobility is similar to Gejhi's, with the exception of having a uniquely slow walk speed. His run speed is currently the same as Gejhi's, along with jump and fall speeds, some of this might end up varying as time goes on. His lifebar is below average. Currently sitting at 900Hp with a below average guardbar. I intend for him to be an explosive rushdown character with weaker defenses.
Attacks he currently has stuff in place for are his standing-1 auto combo, his air-2, and one special move, "Flare Spark."
The auto combo is pretty standard fare right now, with a frame-4 jab.
His air-2 is a 2 hitter kick similar to Gejhi's air-1, but a bit longer reaching and damaging, but with the detriment of having a floaty feel, so it's harder to land both hits if traveling up or down fast. I want him to have to line this kick up more situationally for both hits, but both hits together deal 60 damage. I'm considering adding a momentum influence to the first kick, so that air-targets will get dragged down or up with him to more consistently allow both kicks to hit when air-to-air interactions happen.
"Flare Spark" - [D,DF,F + 2]
Sheth will fling a fireball at an angle towards the floor. Once it hits the floor, it will skid along the ground and gradually slow down before fizzling out. The fireball portion of this attack does more damage and knocks down, while the skidding portion will just apply hit stun on a non-air opponent. Sheth is capable of running up behind the skidding flare for cover or follow-up. This attack also hits OTG.
An air version of this attack is planned as well.
OTHER NOTES:
Other characters have gotten slight tweaks to there kits. Aurumo has the timing of some of his moves adjusted slightly to make him a bit slower and harder to combo with. I've been feeling like he's a lil toooo strong and I wanna slow him down just a bit, but still let him be a powerhouse.
Aurumo will be gettin slight rework in the next update. I'm going to be removing his heat-meter. I thought the mechanic was an interesting way to limit his use for freezing targets while adding some "lore" to how he works, and I was also going to apply this to Sheth with his own gimmick behind it, but I'm instead opting to drop this concept all together for a more simple design. Aurumo instead will just get some hidden cooldown values added to his CryoSphere to limit the freeze-time of it when used multiple times in 1 combo, or too often.
Gejhi had a minor oversight fixed in his Greater Jet Slash attack. I realized that the recovery values were flashing cyan on my checker during the 2nd/3rd hits, where it was maybe possible to escape it. I've never seen any AI actually do it, but just in case, I made sure to fix those values.
Gejhi's "Dark Slash", the projectile, was made slightly slower on start up, by 2 frames.
Mango had "Mango Bounce" tweaked a bit to make it easier to contest by attacking him during it. I also made the start up a lil bit slower. I feel like it's been a lil too good.
I think there were other small tweaks done here and there, but I'll leave it at that. My focus for the next update will largely be on gettin Sheth more fleshed out with his moveset. I have various ideas I just need to settle on what the best options for him would be.
I've been itching to get 1 or 2 other characters going as well. Possibly Tek on the next one, but Athis and Zandur are on the radar too.
Thanks all for stickin around while I sort out and adjusted to life changes and such! More to come, since I'm puttin a lot more time into the game stuff now.
All of my WIP characters are available on my Patreon for $5 subscribers or one-time purchase to access to that post. I do not charge subs for months where the update is small.
NOTE : I will NOT be making a backwards compatible version of my characters for MUGEN. They are now IKEMENGO ONLY. IkemenGo can play Mugen content. Making a separate version is too much effort at this point when I've been leaning more and more on new IkemenGo features.
This month's download available here : https://www.patreon.com/posts/wip-c.....r-is-121229409
The remainder of this post is copied over from the Patreon Post :
And the 8th character to be added into the mix is here. It ended up being Sheth. I will finally allow this month's charge to go as normal, since I feel like enough updates have progressed, along with an 8th character being added.
He's still very early in development, and being built on top of Aurumo's build. He has only a few attacks of his own, and had his movement stuff adjusted to fit him.
His mobility is similar to Gejhi's, with the exception of having a uniquely slow walk speed. His run speed is currently the same as Gejhi's, along with jump and fall speeds, some of this might end up varying as time goes on. His lifebar is below average. Currently sitting at 900Hp with a below average guardbar. I intend for him to be an explosive rushdown character with weaker defenses.
Attacks he currently has stuff in place for are his standing-1 auto combo, his air-2, and one special move, "Flare Spark."
The auto combo is pretty standard fare right now, with a frame-4 jab.
His air-2 is a 2 hitter kick similar to Gejhi's air-1, but a bit longer reaching and damaging, but with the detriment of having a floaty feel, so it's harder to land both hits if traveling up or down fast. I want him to have to line this kick up more situationally for both hits, but both hits together deal 60 damage. I'm considering adding a momentum influence to the first kick, so that air-targets will get dragged down or up with him to more consistently allow both kicks to hit when air-to-air interactions happen.
"Flare Spark" - [D,DF,F + 2]
Sheth will fling a fireball at an angle towards the floor. Once it hits the floor, it will skid along the ground and gradually slow down before fizzling out. The fireball portion of this attack does more damage and knocks down, while the skidding portion will just apply hit stun on a non-air opponent. Sheth is capable of running up behind the skidding flare for cover or follow-up. This attack also hits OTG.
An air version of this attack is planned as well.
OTHER NOTES:
Other characters have gotten slight tweaks to there kits. Aurumo has the timing of some of his moves adjusted slightly to make him a bit slower and harder to combo with. I've been feeling like he's a lil toooo strong and I wanna slow him down just a bit, but still let him be a powerhouse.
Aurumo will be gettin slight rework in the next update. I'm going to be removing his heat-meter. I thought the mechanic was an interesting way to limit his use for freezing targets while adding some "lore" to how he works, and I was also going to apply this to Sheth with his own gimmick behind it, but I'm instead opting to drop this concept all together for a more simple design. Aurumo instead will just get some hidden cooldown values added to his CryoSphere to limit the freeze-time of it when used multiple times in 1 combo, or too often.
Gejhi had a minor oversight fixed in his Greater Jet Slash attack. I realized that the recovery values were flashing cyan on my checker during the 2nd/3rd hits, where it was maybe possible to escape it. I've never seen any AI actually do it, but just in case, I made sure to fix those values.
Gejhi's "Dark Slash", the projectile, was made slightly slower on start up, by 2 frames.
Mango had "Mango Bounce" tweaked a bit to make it easier to contest by attacking him during it. I also made the start up a lil bit slower. I feel like it's been a lil too good.
I think there were other small tweaks done here and there, but I'll leave it at that. My focus for the next update will largely be on gettin Sheth more fleshed out with his moveset. I have various ideas I just need to settle on what the best options for him would be.
I've been itching to get 1 or 2 other characters going as well. Possibly Tek on the next one, but Athis and Zandur are on the radar too.
Thanks all for stickin around while I sort out and adjusted to life changes and such! More to come, since I'm puttin a lot more time into the game stuff now.
Category All / All
Species Unspecified / Any
Gender Any
Size 640 x 358px
File Size 8.05 MB
Hahahah. Yeah, that's what I had in mind, but I wanted to give it a lil more flare by having an airborne portion to it, so he's actually like, flinging it to the ground. Will do similar for the air version of the move, but at a steeper angle with a slower ground skid. The airborne and grounded states of it hit differently too.
Thanks!
Thanks!
Well, Terry hits the ground to make his powerwave. I sorta had Kyo/Iroi in mind with this one but with bit more of a position gimmick. Sheth's starts as a fireball flyting downwards until it hits the ground, then skids. both airborne and grounded states of the projectile have different hit properties.
When I make the air-use version of it, he'll fling the fireball a bit more downward at a steeper angle. I'll also have to mess around with when the skidding time goes off of a platform. hahah.
When I make the air-use version of it, he'll fling the fireball a bit more downward at a steeper angle. I'll also have to mess around with when the skidding time goes off of a platform. hahah.
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