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  • 20 minutes ago
A developer from Skybound Games breaks down the combat design of 'Invincible Vs.' Learn why they opted for a tag-team system, how it affects character complexity and combos, and what makes the assist system so integral to the game's brutal action.
Transcript
00:00I'm curious if, like, starting with the idea, okay, we're going to make a tag fighter, did that sort of
00:05define for you how, like, complex combos should be and how technical the fighting is?
00:13Because I imagine you need to simplify somewhat for, like, what an individual character can do in a tag fighter
00:19versus, say, Street Fighter, where you're only playing with one character in a round, right?
00:23Yeah, for sure. And I think tag fighters are like that in general, right?
00:26You have to have a little bit of a simpler character than a single player fighter. But we kept ours
00:30pretty complex. I mean, three specials, three supers, and, you know, a lot of normals, command normals, all sorts of
00:37stuff in there.
00:38And then on top of that, you know, we have our jumping and standing and crouching and all those things.
00:41But we also, like, we have a bunch of different assists that come in.
00:45So we have a pretty complex assist system and active tag system and active assist system. So while you're in
00:50combo, you're using your assists.
00:51Like, they're coming in. You can bring them in. And if you just do an active assist, it just lowers
00:55the combo meter on you.
00:56So it can, like, you can get your combo to go longer if you're using your assist while you're in
00:59the combo.
01:01And versus, like, if you do an active tag also, like, you can actually just extend your combo with your
01:05teammates.
01:06So, like, we really want to integrate the teammates into the combo system. That's something we really concentrated on.
01:11So, like, we're going to take a look at the combo system.
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