r/smashbros Oct 10 '19

Other I invested my lifesavings into Wavedash, watched it fail and then decided to buy the whole Company to release the Icons: Legacy Edition and continue development under a new name. AMA

Hi /r/SmashBros I know that ya'll have had mixed feelings about Icons... the truth is I did too. Hoping that we can agree that there were a lot of very avoidable issues that plagued Icons, but also that there is still a potential future for it! (Assuming we can fix key issues!)

Recently announced article: https://www.dualshockers.com/icons-combat-arena-post-mortem-definitive-edition/FAQ

About the Legacy Edition: https://vortexrising.substack.com/p/thank-you-to-wavedash-and-our-fans

What's next for Wavedash: https://vortexrising.substack.com/p/update-on-wavedash-games

Yesterday's live stream which shows gameplay, new skins and more: https://www.youtube.com/watch?v=4MRcUf-nBM4&feature=youtu.be

TLDR on Legacy Edition

  • Fulfills the promise of a 'Definitive' version. Functions as a time capsule / snapshot of the game while my team and I make progress on development.
  • INTENDED TO BE FREE for anyone who bought a Founders Pack, Pro Pack or Character in Icons. See FAQ for details
  • Includes all 8 characters, including never-before-released Ezzie, and all cosmetic content.
  • NO LOOTBOXES, or any in-game transactions of any kind
  • Input delay on local play was removed.
  • Global access with P2P netplay (better latency, too).
  • Offline mode available.
  • Some long-requested moveset changes were implemented (Raymer, particularly, has a grenade. Kidd has *Wolf* shine.)
  • As openly discussed on yesterday's stream, the game will retail for $4.99. We want to get this into as many hands as possible.

Proof: https://twitter.com/wewavedash/status/1182320167260491777

AMA Ended (Parting notes below)

EDIT: Okay guys!! Thank you so much. I went on answering questions from 11am till 4:35pm ET! Going to need a break. While I was doing the Q&A I updated some art / branding assets for Icons. This was based on a prompt from yesterday's stream. Today we iterated and - now - here we are. Check them out here: https://twitter.com/IconsArena

Lastly - Please check out our next public stream this Friday @ 6:30pm ET. Will be going live here --> https://youtu.be/2_yqM8BXEVs

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u/[deleted] Oct 10 '19

While I did think ICONS was a good game, and that failure was a terrible fate for the game, I hope that Vortex Rising will give you and the team a second chance.

Some questions about the games, though.

- I know that you intend to break away from the formula with Vortex in that you wanna emphasize different elements of gameplay in the Smash-like space, or maybe innovate along the way. Have you guys thought about trying out an objective-based mode for a Smash clone like maybe a "full contact race" mode where you can knock people off the course, or a "capture the flag" or "soccer" mode where you have teams throw an item into a goal? Do you think wacky modes like that have a space in the platform fighter genre?

- Where do you think you can innovate in terms of "physics" with Vortex? Are we talking less floaty jumping, more weighty combat, or more things behaving in a Newtonian physics model rather than a physics model that's deemed "normal" for the Smash-like?

- When coding for an online fighter such as ICONS, what's your approach to the best solution for a P2P connection? Is there some kind of industry standard when it comes to figuring this kind of stuff out?

41

u/StopTheVok Oct 10 '19 edited Oct 10 '19

Objective based modes: Yes. Right now we've got our "core" combat mode figured out - we just need to perfect it. For objective based stuff, we're literally just starting to explore those conversations this week.

Physics: I've already toyed a bit with this. What's interesting about about changing the physics is what is the underlying problem you want to solve? One thing that's definitely done is that the Vortex combat has hit lag which adds more emphasis to each hit. Beefy!

Netcode: Rollback. Rollback means your game has to process everything based on the frame that it was processed. So our code is structured like this:

(1) Gather inputs

(2) Assign inputs to Frames

(3) Queue the next frame to start

(4) Simultaneously process all actions that need to happen on this frame

(5) Calculate potential interactions and queue new inputs for subsequent frames if necessary

(6) Repeat

1

u/LilSodium Oct 15 '19

I hope for some offline(/online) coop arcade mode of some kind. goodluck with the development!

2

u/StopTheVok Oct 16 '19

I think we can deliver on that.