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Omen of Sorrow present at EVO 2017
At AOne Games we are super excited to let you know that we’ll have a playable build at EVO 2017. This upcoming demo will showcase 4 characters in total; Caleb, Gabriel, Zafkiel (a completely new character), and an updated version of one of the first characters shown on our videos (we do want to keep some surprises for people attending, so you’ll have to check that one out on site at booth 110).
Video:
What we’ll be demoing?
We want you to come and feel the game implementation, we know a fighting game engine has very specific, strict needs which must be achieved in order to deliver the level of quality the community has come to expect. Our combat design was no exception. Ensuring a stable, constant framerate of 60 FPS, deterministic physics, and consistent collisions will allow us to develop the kind of fast-paced but precise gameplay we are aiming for.
High-quality Netcode
For Omen of Sorrow, we decided to adopt Tony Cannon’s Good Game Peace Out, better known as GGPO, which has been used to implement multiplayer modes on most of the best arcade beat ‘em up ports, the best indie fighting games and some of the best big brand name fighting titles. This in conjunction with the fantastic job our team is doing on our custom matchmaking servers running on Azure makes us confident that we wont be suffering the same issues that have affected other fighting games released lately.
So come check it out, we want to hear from you!
GOOOO!!!
Made In Chile
@STORMS, @Youphemism, @Eddy Wang, @FOREVER EL1TE, @ForeverKing, @ROG Moonspell, @PND_Ketchup, @migosan, @JAP, @TONY-T, @Killer Xinok, @Kitana Prime, @ForeverKing, @GGA Max, @16 Bit, @Clutch8
At AOne Games we are super excited to let you know that we’ll have a playable build at EVO 2017. This upcoming demo will showcase 4 characters in total; Caleb, Gabriel, Zafkiel (a completely new character), and an updated version of one of the first characters shown on our videos (we do want to keep some surprises for people attending, so you’ll have to check that one out on site at booth 110).
Video:
What we’ll be demoing?
We want you to come and feel the game implementation, we know a fighting game engine has very specific, strict needs which must be achieved in order to deliver the level of quality the community has come to expect. Our combat design was no exception. Ensuring a stable, constant framerate of 60 FPS, deterministic physics, and consistent collisions will allow us to develop the kind of fast-paced but precise gameplay we are aiming for.
High-quality Netcode
For Omen of Sorrow, we decided to adopt Tony Cannon’s Good Game Peace Out, better known as GGPO, which has been used to implement multiplayer modes on most of the best arcade beat ‘em up ports, the best indie fighting games and some of the best big brand name fighting titles. This in conjunction with the fantastic job our team is doing on our custom matchmaking servers running on Azure makes us confident that we wont be suffering the same issues that have affected other fighting games released lately.
So come check it out, we want to hear from you!
GOOOO!!!
Made In Chile
@STORMS, @Youphemism, @Eddy Wang, @FOREVER EL1TE, @ForeverKing, @ROG Moonspell, @PND_Ketchup, @migosan, @JAP, @TONY-T, @Killer Xinok, @Kitana Prime, @ForeverKing, @GGA Max, @16 Bit, @Clutch8
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