Heh, I wanted to keep the new maps and such a surprise. But it seems that people are having some issues downloading the Speed Melee version and it's predecessors, so I'll throw you a bone.
It's only the Raditz fight, but it has the new energy grabbing system in place. There's the new map I'm working on which hopefully looks much better than the previous maps -- mainly because I am modelling from an external program now which is much, much easier.
You'll be able to fly out of the map and go through it in some places, but it is functional none the less. There have been some pretty significant graphical improvements, and if you play on the "Fantastic" setting, the particles will blow your mind (maybe?).
The actual full release will have a ton more, trust me. There's some things that I have been getting input on and the ideas both great and ready to get implemented. I'm still in the process of remodeling/animating all of the characters though, so bare with me on that. I've even restarted Goku... again.
There's just something about the Goku I modeled last week which doesn't do it for me. I have a new version you can see here:
I know it's a big waste of time, but I have to like it before I send it out there. Let's just consider last week's Goku a warm-up. And thank you to Zielan who helped me out with getting his accuracy to a point I was confident in.
Oh yeah, so grabbing balls.
To grab energy attacks, just block them with Alt, and then click LMB to overpower it. If you run out of energy, you'll lose. Pretty basic, and by the way all QTEs are now on LMB instead of CTRL (Beam Struggles, Shock Exchanges), just to keep things universal.
One of the things we discussed this week was that the original audio for DBZ uses the Japanese Music, and because it isn't Faulconer, they aren't playing it 100% of the time. So because of this, in nearly every dialogue scene, there's no music, which means we can rip the dialogue without any background noise to ruin it, which means that cutscenes are going to have voices.
I know how awful that text box looks, so this will be a much better alternative. I'll throw some basic subtitles in there too, but it should make the experience even more realistic because when voices are parented with the ZWC Cam for cutscenes, it should feel like we're actually there on the battlefield.
Throw in some widescreen blocks and fade out the GUI, and we will have some badass looking cutscenes.
And sorry for not posting the journal sooner, it's been a long weekend so I was just kind of burning through work and didn't have anything really to talk about, which is why this journal is a lot shorter than the other ones.
So with that, I'll reach you guys again next week, and I hope you enjoy this little snippet of a release I've prepped for you.
PS: I know the map is really empty atm, so if there's anything you guys have in mind to fill it in, drop a comment and I'll get to it. I have some ideas, but it still feels like dogshit with them. Definitely going to try and throw in some more destructibles to bring the matches to life, but that's for another day!