[fighting game] Kinetic Damage
Updated March, 11, 2013 : As we get closer to release, let's have A glimpse at strategy ...
Development started in February, 2009.
Target platforms : iOS + Android
Release Date : TBA
Current Completion : 99.95%
Official site : www.kineticdamage.com
If you like this game, like it on Facebook too ! :)
Game made by : Benjamin Marchand
Music by : Philippe Malpuech
Voice actors : Antoine Aghroum, Jean Dutelle, Marie Sergeant.
Tools used :
Modeling/Animation : Cinema 4D
Texture Work/Design : Illustrator + Wacom Cintiq 12WX
+ Unity Pro / Android Pro / iOS Pro
Article by Maxon, makers of Cinema 4D.
//************************** Development Videos *************************//
A glimpse at strategy in Kinetic Damage :
Advanced AI demo + commentary (subtitles available, just click "CC" button) :
Pure AI vs AI fights, + special martial art outfits :
Video : Levels Sound Ambience.
Video : Character Creation
Video : All 8 martial arts combos.
Video : AI Test (basic moves).
Video : Levels Showcase (older version, captured from a Samsung Galaxy S).
Video : Regular Strikes test.
Background Musics link
(Musical artist : Buck Bottleneck, available for freelance contracts. Contact on Facebook.)
Video : Old gameplay showcase (outdated levels, outdated chars).
And here are some quick video references to help figure out the different martial arts :
Tai Chi Chuan / Qi Gong Jinn
Jeet Kun Do
Shaolin Kung Fu
Initial post from 2009 :
Well, I'm not sure exposing this WIP would be as thrilling as other released games in this forum, but I thought it would be fun to share with you my evolution in Unity and the overall project :)
And if this game strikes the appStore, I will be proud to display the "Made with Unity" icon on its title screen ;)
The basis is a Fighting game on a 2D plan. I can't tell much about the mechanics as they're not really achieved, but all I can tell is that it won't be a clone of the other 1278913728 existing fighting games.
keywords : intense fights, customization, unique identities per player, evolution, complex game mechanics, instant action, and semi-realism.
I'll keep this thread in touch with the key waypoints in the work progress :)