By Eric Curtis on July 23, 2014 at 5:00pm
"Kickstarter" continues to bring us exciting crowd-funded games. Towards the end of the "Beasts Fury" campaign, the developers reached their goal by a little over $2,000. "Beast's Fury" is a one-on-one fighting game that will have completely custom characters fully animated. Player Theory spoke to the guys behind this awesome game; here's what they had to say:
Player Theory: Congrats on getting funded! That had to be a weight off your shoulders. What inspired you and your team to make this game?
Beasts Fury: Basically, I've been playing lots of major fighting game series over the years such as "Street Fighter," "Killer Instinct," "Mortal Kombat," "Bloody Roar," "Fatal Fury," "Marvel vs. Capcom," "SNK vs. Capcom," etc. The idea for "Beast's Fury" had been tinkering around in my brain for years while being inspired by all of these games with their individual mechanics, specials, characters, art style, and everything in between. Since I had no programming or animation experience myself, I sought out and recruited talented people to help me build this game from the ground up. I had a LOT of help from these guys offering their services for extremely cheap and free rates to help get this thing going in it's early stages, and I owe them a huge debt of gratitude for helping the project come this far.
PT: How big is your team as a whole? The animations that you have already done are incredible!
BF: Thanks! We've got about 10 core team members for animation, programming, fight mechanics and design, voice over, and several more talented people helping out in their spare time (mostly with animation cleanup). We're always needing help, and it's awesome that more people have come out of the woodwork to offer their services. The most comprehensive list of our staff can be found in the staff section on our Kickstarter.
PT: What was it like getting Maximilian and Ego Raptor in on the project?
BF: AMAZING. We were HUGELY excited to get such big names in the gaming community to join up with us! It was really cool to find out that these guys just love doing voice work and contributing to upstarts like us in need of help. Although we didn't reach either of their characters' stretch goals, we're still accepting PayPal Donations to allow us to develop their characters and the game much faster.
PT: Fighting games center around their online play. What type of Netcode are you shooting for?
BF: GGPO as of right now since it's shown to be less laggy and gained popularity/use among bigger fighting game titles.
PT: Of course that's not everything, what can we expect out of the Single Player experience?
BF: Here's the current modes we plan on having in-game available for single player:
- Story Mode: Play a single character through regular matches, additional cut scenes, boss fights, and an ending sequence.
- Arcade Mode: Play a team of characters through regular matches, boss fights, and an ending sequence.
- Versus Mode: Test your skills in one-on-one combat mode against computer AI.
- Training Mode: Practice combos and set ups. Replay Feature: Watch your online matches.
- Online Mode: Versus mode using GGPO.
We really want to develop the most of story, arcade and especially online mode so that any single player can get the best experience. We're working on animating cut-scenes to add story and depth to each character's journey through story mode. Of course, we will have Local Mode as well where you can challenge a friend to versus mode on one console.
PT: Now that you're funded, how many characters are you hoping to see in the final product?
BF: About 15 playable characters including three bosses. We want to have enough diversity of characters that fit into each player's individual style and preference. We're continuously looking at feedback from fans as to what characters they like best and characteristics they do or don't like about each one so that we can improve each to be as awesome, likeable, an playable as possible.
PT: When are you hoping to have the first demo out for the fans to play around with?
BF: We're hoping within the next 3 months. But with any upstart game like this, delays and setbacks are bound to happen with revisions to animation and programming that are needed to fix glitches and bugs that inevitably come up throughout the development process. We're still relatively new at this, and we want to make a fully functioning and playable demo that's as polished and bug free as we can get it within a reasonable time frame. All we ask is that our fans stay supportive and have patience, because classic hand-drawn frame-by-frame animation and detailed programming can take a while (especially with a small crew like ours).
PT: Thanks so much for taking time to talk to us. We are looking forward to getting our hands on it!
BF: Thanks Again!
Kickstarter