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Aurumo WIP Update (09-15-20) by VinVulpis

Aurumo WIP Update (09-15-20)

VinVulpis

Aurumo WIP Update (09-15-20)

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In today's update, Aurumo has his main Power attack "Glacial Great Hammer" and his own throws added.


Great Glacial Hammer
His hammer is an attack that can be charged to 4 levels, increasing power with each level. During the swing, he has super armor where he takes 50% all incoming damage and will not flinch from hits until the attackbox comes out. I may limit this armor to a certain number is hits later on. I may also make the levels charge faster and make the final level unblockable, or possibly link the charge speed or starting level based on his heat meter.


Grab/Throws:
I added in WIP animations as well for his own throws. Both of his throws slam the foe to the ground about 2 body widths from him. The grab range is longer than Gejhi's and also comes 2 frames out faster (frame 3). This helps him make up for his generally slower attacks and helps him to reset the situation on foes closer to him. His throws don't set up any combos, but are bluntly strong and set up a favorable position.


Heat Mechanic:
Aurumo's heat mechanic has been added, but I haven't made any visuals for it yet, and I'm still tweeking the balance for it. So far, using his freeze projectiles will increase his heat and blowing fire will release that heat.


When Aurumo is overheating, he will flash red and take passive damage until fire is used or his heat lowers passively to a safe level.


The when overheating, he will not be able to use his ice projectiles. But his fire burst will do a lot more damage. I have no effect added for underheating yet, but similarly, he can't use his fire when he's too cold. I'll make him flash for that in a later update and figure out the effect for it, I'm still undecided. I may increase the effect of his freeze projectiles when his heat is lower as well.


Ice Projectile Tweeks and new variant.
Speaking of his freeze ball, I've added a 2nd version of it, performed with the power button. This version will make a much larger ball, but it floats very, very slowly, but lasts a bit longer, so it can possibly be used as a trap. I've also given these a new animation to look better with angled reflects.


Combo Tweeks:
His combo's have been tweeked a bit, generally lowering his combo potential. I want him to be a bit more focused on stronger, fewer hits in his strings. Each of his attacks are going to be tweeked a bit more to give each combo path a more clear point to doing them.


Shield Counter:
His shield counter had the freeze-reflect tweeked a bit, now it reflects the direction it came from. The command has also be changed to a "DP" or Z-Motion + x (F, D, FD + x) but I might change it to his power button (b)


The stun time on the normal attack counter has be reduced from grounded foes. I'll soon be adding in the special "riposte" grab that his normal grab becomes when the foe it stunned this way, as well as a special back-grabbing animation.


Other:
Aurumo's Hp was lowered slightly to fit him into more of 4/5 rank for that stat. Figure I wanna make his defensive ability more of his focus.


I've been dwelling a bit on his final moveset and miiight scrap one idea I had for him to save for another character, his inverse, Sheth. The idea was the placeable ice-spike. I think the super-slow floating ice ball does this job fine, but I may make the spikes happen as part of a super for him instead, where Sheth will use them as his main ice-special.


To do:
Lastly, I want to give him a turning version of his air-2 (the big icy blade swing) that can set up a possible juggle, by swinging underhand as he turns.

I need to add in an air-power attack. Considering an idea for an up or down power move on the ground, will see how his kit is panning out later. AND/OR other possible special ideas I'm not totally decided on yet.


Super/Ultra moves need to be added.


Heat meter visual aid, probably next to the ultra meter.


Then, I gotta fill in rough anim assets of all his missing universals.


Gotta add 6 more palettes.


Then he's pretty much finished in terms of gameplay. From that point, it's just balance tweeks and detailing all the animations.


That's all for now!
Thanks a bunch. Another update should be coming towards the end of the month. I'll remind myself to post a status update next week.


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