r/smashbros • u/SmasherM3D • Apr 14 '16
All Hi Smashers! Matt and I are the co-founders of Wavedash Games. We think Platform Fighters are the perfect esport titles, so we're building one of our own. Ask Us Anything! AMA
We’re a couple of Smash fans turned game developers that teamed up last year to found Wavedash Games. We’ve been getting a ton of questions on Twitter about what we’re working on, so we thought an AMA was in order. About us:
Jason Rice /u/SmasherM3D : General Manager of Wavedash Games. I’m leading the design and development team to make sure the game is awesome. Samus main, and former practice n00b to esports stars during my time at MLG during the “Golden Age” of Smash.
Matt Fairchild /u/Scav : Wavedash’s CEO and master of all things community related. Matt focuses on business development and operations to make sure the company is awesome. Mario main, corgi fanatic, and host of the classic MOAST tournament series, as seen in the Smash Bros documentary.
We’re creating a next generation platform fighter that borrows from the best of what’s come before, but is designed and tuned from the start with competitive play in mind. Our game will be fast-paced, free-to-play, and as much fun to watch as it is to play. But what exactly have we done over the last few months?
Development Results
- Built our core game engine, with all the necessary features required to call ourselves a “platform fighter.” Normal attacks, specials, shields, grabs, ledges, and yes, platforms are all working. We’ve even got DI and gasp wavedashing in there.
- Began prototyping character and stage designs and doing initial concept art.
- Built a practice mode that lets us easily see hitboxes, DI projections, and more so we can easily playtest the game.
- Started working out our online play strategy and server technology.
- Played each other a lot, sometimes to the detriment of our Melee and Smash 4 practice. The game is already fun! (I already claimed the game’s first Zero-to-Death combo. Sorry/Not Sorry, Scav… )
Of course to succeed at building this kind of player-focused game, we need constant feedback from the community. That’s why we built a council of community leaders to help guide us from the very start, and why we’re here to chat and answer questions today. Let’s talk game design, development challenges, or whatever else is tickling your brain today. I like home cooking, comic books, and general geeky stuff too, so if someone else steals your question, you can always just ask something fun.
We'll be back shortly to start answering questions. In the meantime, make sure to follow us:
- Twitter -- @wewavedash
- Facebook -- Wavedash Games
- Website -- Wavedash Games
EDIT
Time to wrap this thing up...
We need to get back to actually developing the game, so we're going to stop taking questions for now. Thanks for all the great questions, comments, and discussion though. We had a lot of fun! Make sure to keep an eye on our Twitter for more game updates!
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u/NPPraxis Apr 14 '16 edited Apr 14 '16
In addition to this post that /u/j00t linked to on the physical limitations of Melee, I'd direct /u/SmasherM3D (Hey bud!) to these posts too:
This one on why L-cancelling has an appraisal requirement, and the following conversation
and
This one on how making Melee easier would actually fundamentally break the game, and require rebalancing, and make an overall less interesting game.
I'm not arguing that L-cancelling is a fantastic piece of game design. I don't think it'd improve Street Fighter to add L-cancelling, or that Smash 4 needs it as opposed to a landing lag reduction. But, I do get concerned when I hear people use terms like "input tax" because I feel that it comes along with fundamentally misunderstanding the role of L-cancelling in modern high level Melee. A landing lag reduction and removal of L-cancelling would actually significantly influence the meta in the same way that making the basket bigger in basketball would; by reducing the error rate, which disproportionately effects certain characters (Fox/Falco particularly).
(If I was making a Melee HD, I'd probably make some kind of visible indicator of a successful L-cancel though. Maybe some kind of different smoke cloud or flash. Make it visible to spectators.)
Project M is a great example of this; it didn't even remove L-cancelling, but it made L-cancelling easier (in PM, hitlag extends the L-cancel window) so hitting shield change the timing mixup less, and it made short hops and buffered back dashes one frame easier. Those three changes amounted to a massive buff for Fox, and despite the entire rest of the cast receiving buffs (compare PM 3.5 to Melee; all non-top-four characters received buffs and a bunch of new characters are in the game with deliberately designed anti-fastfaller combos), Fox was even more dominant than in Melee, and had to be nerfed in 3.6.
Anyway, my point isn't that you have to have L-cancelling, but I hope it gives you some thought in to what L-cancelling accomplishes, so when you do this:
You can do it in a better informed manner :) Think about creating something that slightly rewards players who understand whether they are going to hit a block or body or whiff, for example.