Fight of Gods
Fight of Gods Designer Update #1
Version
Designer Update #1
Version Date
Sept. 18, 2017
Patch Notes
Designer Update #1
Hello everyone,
My name is Paus, and I’m the game designer of Fight Of Gods. I’m in charge of the hit box settings, the combo designs and the overall balance of the game.
Here at Digital Crafter we’ve always wanted to let our players what we’ve got planned next, as well as share our general thoughts. We’ve been pretty busy since launching on Early Access two weeks ago, but felt it was important to update you all on the game’s progress.
Firstly, a huge thank you from us all to every single the FOG players. We’re so happy to see players talking about our game.
Digital Crafter is a small indie team based in Taiwan, and with limited budgets and time I decided to focus on the game’s combo design first. I spent most of my time using AI as a tester to design combos, trying to figure out how the combos will look kickass and joyful, and fun enough for players to enjoy them whether against other fighters or simply against the AI in Versus or Arcade mode.
I’ve been watching people sharing super-high damage combos online. To be honest, I’m very happy to see players are really digging into FOG to create more and more possibilities. As game designer myself, I do want to keep the "cool" aspect of these combos, but I may need to do some minor balancing in the near future…
After watching tons of videos and reading the discussions online, here is my (current – more will be added!) to-do list:
1. Light attack will trigger Air Recovery Reset Loop Combo:
The original idea of air recovery was trying to avoid opponents who kept using light attacks to block your path (so you can’t jump over) and let you lie down all the time, but now it can be used to reset combos. This will be fixed with a future update.
2. Crouch Light attack infinites:
Although it’s not easy to perform, we will fix this also.
3. Certain Characters’ block stun too long:
For Zeus or Buddha, for example. When you block some moves, the recovery time is too short, and so your opponent can just keep using the same move over and over to pin down foes. This is very frustrating and will also be fixed.
4. Divine Power damage adjustments:
Some characters’ divine powers are far stronger/weaker than others, so we will close down this gap.
5. 100% Combos & Damage Scaling:
We know you’re having lots of fun with this, so we’ll keep it for the short-term. But we are considering our long-term strategies to preserve the craziness but give people a chance, too…
6. Move inputs and volume of moves:
From the start we wanted players to quickly and easily figure out how to perform each character’s move. It’s for this reason that all the basic move inputs are the same – that way newcomers to the genre can easily pick up and play.
We may add in new character-specific moves in the future, but as of this moment making brand new gods is our immediate priority over expanding the current roster’s movelists.
7. AI:
The AI is still very for the first part of Early Access - we will definitely be improving this.
Overall:
Thanks again to all the FOG players. We are already working on some of the above, and are also busy working on our online P2P features and our new characters.
If all goes well, our first DLC character will be added to the game – free to all – before the end of October, closely followed by more characters. And don’t forget about our incoming fan poll, in which you can choose a future DLC character…
With so many things on our to-do list, please understand if we can’t address your most wanted upgrade immediately, but we are listening to you all and are committed to making Fight Of Gods the best game it can possibly be. And if you guys have any thoughts or suggestions, please leave your comments below!
Thanks,
Paus
18 September 2017