unilordx escribió:No quería pedir desarchivar todavía porque aún quedan un par de meses y hasta que no den algún video con más chicha de lo nuevo no había mucho que comentar.
unilordx escribió:A mi me toca las narices que para el video del netcode se veía claramente que estaba todo con zoom y ralentizado para que se notara bien las interacciones y se puso todo el mundo con el grito al cielo de que "han ralentizado el juego!" y ahora en los videos del NHL se ven sin ralentizar pero ya da igual, ya el colectivo ha asimilado juego=lento y no puedes sacarlos de ahí.
Como mucho los ataques son ahora ligeramente menos inmediatos para que encajen mejor con la mecánica de parry.
unilordx escribió:MultiVersus Developer Series: Combat Refactor
Un poco hablando de lo que ya se había visto, han hecho los modelos más grandes, añadido parry y dash attack, y modificado bastantes movimientos, poniendo de ejemplo los globos de Harley Quinn, que ahora se van hacía arriba al poco en vez de quedarse ad aeternum en el sitio como si fueran una mina aérea.
Bladigan escribió:Duda: el progreso, personajes que teníamos desbloqueados, etc ¿se mantiene? ¿O se empieza de cero?
Eddie11 escribió:Bladigan escribió:Duda: el progreso, personajes que teníamos desbloqueados, etc ¿se mantiene? ¿O se empieza de cero?
Habiendo pase de temporada en la beta me parecería una guarrada tener que empezar de 0.
Here are all the questions that were answered during the Discord Q&A. Enjoy!
What are your thoughts, goals, and changes with armor?
Armor changes were a big focus for the team to make sure there is a healthy balance amongst characters. Armor now uses some defense meter, and the startup has been looked at for the moves that use them. There are also more characters that have an armor breaking move, or multi-hit attacks that can successfully challenge armored moves. This will allow a balance for offensive and defensive use, rather than getting to use armor as both without much drawback.
To that end we tried to make armor break accessible in new ways with new attacks and new perks, and we adjusted existing armor break attacks so they didn’t feel useless in the context of a fast-paced fight. For example, we’ve already shown Batman’s new down attack that can break armor. And we’ve shown Garnet has kept her ability to give armor break to allies with her singing attack. We’ve also tweaked how often armor can be applied, so players can’t get away with overly defensive and campy play.
Will the blast zones be adjusted due to the larger character scale?
Yes, we have fine-tuned blast zones on every stage so that the 1v1 and 2v2 experience feels great. Blast zone adjustments are just one of the ways we have improved stages on a case-by-case basis to reflect the new character sizes.
How will a parry interact with an armored attack?
Parries are tricky to pull off, so we want to make sure you get the reward you deserve for timing your perfect defense. Currently, if you parry an armored opponent it will break their armor. If you parry an opponent from a long range, it will bring them closer to you so you can get your punish.
How is a character assigned a class in MultiVersus?
From initial character brainstorms, we always bring our focus to how to best represent a specific character in a way that is fun and true to the source material. The fighter class often comes directly from that. For example, virtuous and honorable characters are unlikely to be assassins, and their kit tends to naturally follow that as well. There are times when a character could potentially fill multiple class roles, depending on how we design them, but we never want to force a character into a specific class, it should come about naturally as we explore what makes the character unique. Occasionally, the game needs more of a specific class amongst its roster, like a tank for example, and then the question is, “which character have we been exploring will make a good tank?
Can you parry projectiles?
Yes! Parrying a normal projectile will destroy it. In that same vein we’ve updated the “Clear The Air” perk – if the wearer parries a projectile they will reflect it instead.
Will new stages have hazards and different layouts so people can have a laugh and have fun?
I am happy to say that many of the maps in development were initially designed with an eye for casual gameplay and unique map interactions, and then more competitive variants were explored. A lot of our newer maps have distinct versions for competitive and casual play. It's not just about toggling hazards anymore.
Following the Open Beta closure, one of our combat designers Ryan led a lot of level design and pushed really exciting ideas. Now, we have Grant leading maps and has brought our map design to a new level. In a lot of ways, our maps are just as important as our characters, and Ryan and Grant have really gotten us to that point. There are so many faithful adaptations, easter eggs, and surprises in each of our maps. I could go on and on.
Another Dev followed up with "Corey hit the nail right on the head. All I will say is buckle up buttercups!"
Any information that can currently be given regarding potential changes to perks? Are they still in the game? If so, does your character level still need to be level 8+ to equip a full set of perks?
Yes! Well also no. I don’t think I’m at liberty to talk about all the specifics yet but perks have been updated in a Big way!
To answer your question directly: You will always have access to at least one full set of perks.
How did the team come to the decision for a Parry battle mechanic added rather than a Block button?
One thing we learned during the Beta was that dodging in a direction was almost always more powerful than doing a neutral dodge in place. So we wanted to find a way to make neutral dodge more impactful and more interesting as a defensive mechanic. We tried a lot of different options but landed on our current parry design because it filled the niche of high-risk/high-reward defensive option. Steven Universe already has his special blocking passive and we played around with giving more characters a similar mechanic, so it’s not out of the question to see something block-like in the future. We can always give our core mechanics new options with new perks in the future!
Will there be options to customize the camera?
There are no plans for Camera customization at this time. Camera behavior in PvP needs to be consistent for all players to ensure a fair experience. The customization options for scoreboard, cooldowns, character outlines, and other settings will all be returning from Beta.
What was the reason for the decision to increase the stun time in the hitlag and a rescaling of the character, why those big changes?
We’ve covered this a bit already in our Combat Refactor Dev Blog , but the goal with our updates was to make the combat more approachable and impactful for new players while maintaining competitive depth. All of the changes to our combat were made in service of that goal. Bigger characters and higher hitpause (hitlag) really make the combat feel weightier and stronger, and it's much easier to follow the action on screen when everything "pops." But we didn’t want to lose the speed and movement that players came to love in the Beta. Rest assured – combat is still satisfying and fluid even with our larger characters.
Aside from the new mechanics and polished attacks (which look amazing btw), what other changes can we expect to character movesets? (Ex. Attack speed changes, hitboxes, complete moveset revamps)
Every attack on every character was reanalyzed and reevaluated for launch. Every character has at least one new move (dash attack), but the updates range from characters feeling very similar to their Beta version, to characters having a whole new game plan.
What challenges have you run into with the new netcode? It's one thing to test connections from Wired PC to Wired PC, but how is this fairing out with wired and wireless connections on console?
The challenge has come from rebuilding every part of the game from the ground up to fit the requirements of our netcode goals. With the new netcode I’ve personally had matches on wifi and vpn, fighting a player an ocean away, and it felt like we were playing locally
Will the game still feel like launch but less laggy like floaty and fast paced or was it tweaked?
The most important thing was to build something that not only supports four players, but also supports players who are not connected via a lan adapter. In terms of gameplay I believe the speed is primarily influenced by player skill. The game is still quick, but it is not at a chaotic pace that does not allow spectators to watch it easily and it is not so fast that you can’t properly punish the guy who is abusing the fact that he can play safe 24/7. The things that made MultiVersus unique are still in the game and are still intact. You just now have different ways of bringing it out and incorporating it into your game. Decision making, spacing, defense, AND offense are all crucial this time around vs back in the day when what mattered the most was evasion, safe moves, and catering towards a very certain gimmick most of the time. If you are better than your opponent, you should be winning.
What was most challenging about converting the game to Unreal Engine 5?
UE5 has been a fantastic tool, but like any new technology there’s occasional growing pains. Most of the challenges in rebuilding the game’s stages came from making them work with our new netcode rather than the engine itself.
Every single team had their own heavy lifting to do in the port. On the tech art side, a lot of visual systems needed work. Things like mirroring, prop visibility, dynamics, and scaling all needed broad adjustments and reworks. Some of the other tech artists, like Jake and Justin made sweeping changed and reworks. It was then a long process of tracking down every lingering visual bug. We all check each others work, in that way. Tech art might do our initial pass on a lot of things, but then animation or QA will review our work. It’s an ongoing process.
What's the process behind adding a character into the game? Is it difficult to balance the new mechanics these characters might bring to the game?
As a tech arist, I am often involved in the character pipline quite early. The design team has free rein with the character kits, but when it comes time to build the art assets, modeling, tech art, animation, and design will all get hands on the ball. We work together to make the big ideas work in game. We initially prioritize getting basic representations of the character and their kit into builds as soon as possible so we can playtest them and give the design team feedback, and to track technical and visual issues for the art teams. This is when the animation team really starts flexing. As animations get added, and the kit is fleshed out, the character just comes to life. From there it's a matter of testing the full kit, as well as how it interacts with the existing cast. I won’t speak too much on the design process, but the character constantly evolves. Almost daily, there are new things to explore in playtests. At some point the character will just “click” and everybody gets really excited. Then a bunch of meticulous bug fixing, optimization, and balance happens.
How do you balance creative freedom with technical limitations when developing a game?
I think a great example of this is our cartoon characters. Cartoon animations, with lots of squash and stretch, and highly deforming faces, are a real challenge to implement into a real time enviroment. Before I had joined the team, a lof of talented folks, including Khai and Artak, developed a lot of amazing tools and pipelines that really allow us to capture a broad range of animation styles in game. We have an unwritten rule here, if we can't do a character right then we don't do the character. Technical limitations have never gotten in the way of that.
Technical limitations will almost always produce more innovative solutions than having complete creative freedom when developing games. Our team at PFG is always trying to push the envelope while being as resourceful as possible. Beta maps provided a special challenge when trying to make them better and reflect player feedback after Beta ended. We took stock of our catalogue of maps and did as much as possible to make each stage feel great, applying new standards of level design across all the Beta maps to fit the gameplay overhaul. We’ve also taken great care in curating map pools for matchmaking queues.
Will you guys ever share more concept art for stages, characters, and variants?
Absolutely Everyone really enjoyed seeing the ones released so far, and in the future we hope to keep that excitement going.
Do you (devs) acknowledge that we (fans) are so glad your back?
Extremely easy answer We absolutley love this community and appreciate the support every day. The excitment of the community is absolutely infectious. We scrub socials and forums to gauge reactions to every updated we publish, no mater how critical, and strive to exceed expectations. Delivering the best possible game to the community is why we do all this hard work!
Which out of the current roster is your personal favorite?
Nakat: Wonder Woman, Gizmo, and......well I guess you’ll see in a few weeks ;D
Ajax: Batman is my favorite character in all of media, and he is also my favorite to play in MultiVersus. Wonder Woman has also become a favorite of mine in this version of the game. There is also another.....guess you will find that one out very soon
PFG_Reslived: haha oh man...I do truly love playing the entire cast. I think it's important for me to get the feels on whoever I can. But lately I’ve been enjoying Iron Giant and Steven Universe... They’re both really interesting character designs and I’ve been doing a lot of work to make sure they feel extra good for launch.
PFG_Grant: Bugs Bunny is my favorite...for a few more weeks.
Corey: I will always have a place in my heart for Batman, but there is a character coming down the pipes that inspired me to prototype a new way of interacting with our characters. That new...thing...might just end up in game. I hope players get to see it, and I can’t wait to take this unique character into queues.
Then they thanked everyone for their questions.
unilordx escribió:En estos días ha habido un Q&A con los desarrolladores y esto es lo que han contado, ninguna revelación especialmente grande pero bueno ahí he dejado un copia pega rápido.
Un poco a modo resumen.
- Armadura reajustada, gasta barra defensiva y no es inmediata en todos los movimientos. El parry romperá armadura.
- Parry a movimientos "largos" (Si Jake, esto va por ti) atraerán al enemigo. Parry a proyectiles normales los destruirán, pero si tienes el perk "Clear the air", lo reflejará.
- Zonas de KO de los mapas reajustadas, y todas tendrán forma casual y competitiva (imagino rollo Final Destination).
- Los perks han cambiado pero no han dado detalles, salvo que ahora desde el principio todos los personajes tienen un set de perks disponible en vez de ir consiguiéndolos subiendo maestría.
- No hay customización de cámara, para que todos jueguen en igualdad de condiciones. El resto como los bordeados de colores y demás para diferenciar personajes siguen estando.
- Algunos personajes han cambiado más que otros, hasta el punto que tengan un estilo de juego distinto que durante la beta, pero no han dado detalles.Here are all the questions that were answered during the Discord Q&A. Enjoy!
What are your thoughts, goals, and changes with armor?
Armor changes were a big focus for the team to make sure there is a healthy balance amongst characters. Armor now uses some defense meter, and the startup has been looked at for the moves that use them. There are also more characters that have an armor breaking move, or multi-hit attacks that can successfully challenge armored moves. This will allow a balance for offensive and defensive use, rather than getting to use armor as both without much drawback.
To that end we tried to make armor break accessible in new ways with new attacks and new perks, and we adjusted existing armor break attacks so they didn’t feel useless in the context of a fast-paced fight. For example, we’ve already shown Batman’s new down attack that can break armor. And we’ve shown Garnet has kept her ability to give armor break to allies with her singing attack. We’ve also tweaked how often armor can be applied, so players can’t get away with overly defensive and campy play.
Will the blast zones be adjusted due to the larger character scale?
Yes, we have fine-tuned blast zones on every stage so that the 1v1 and 2v2 experience feels great. Blast zone adjustments are just one of the ways we have improved stages on a case-by-case basis to reflect the new character sizes.
How will a parry interact with an armored attack?
Parries are tricky to pull off, so we want to make sure you get the reward you deserve for timing your perfect defense. Currently, if you parry an armored opponent it will break their armor. If you parry an opponent from a long range, it will bring them closer to you so you can get your punish.
How is a character assigned a class in MultiVersus?
From initial character brainstorms, we always bring our focus to how to best represent a specific character in a way that is fun and true to the source material. The fighter class often comes directly from that. For example, virtuous and honorable characters are unlikely to be assassins, and their kit tends to naturally follow that as well. There are times when a character could potentially fill multiple class roles, depending on how we design them, but we never want to force a character into a specific class, it should come about naturally as we explore what makes the character unique. Occasionally, the game needs more of a specific class amongst its roster, like a tank for example, and then the question is, “which character have we been exploring will make a good tank?
Can you parry projectiles?
Yes! Parrying a normal projectile will destroy it. In that same vein we’ve updated the “Clear The Air” perk – if the wearer parries a projectile they will reflect it instead.
Will new stages have hazards and different layouts so people can have a laugh and have fun?
I am happy to say that many of the maps in development were initially designed with an eye for casual gameplay and unique map interactions, and then more competitive variants were explored. A lot of our newer maps have distinct versions for competitive and casual play. It's not just about toggling hazards anymore.
Following the Open Beta closure, one of our combat designers Ryan led a lot of level design and pushed really exciting ideas. Now, we have Grant leading maps and has brought our map design to a new level. In a lot of ways, our maps are just as important as our characters, and Ryan and Grant have really gotten us to that point. There are so many faithful adaptations, easter eggs, and surprises in each of our maps. I could go on and on.
Another Dev followed up with "Corey hit the nail right on the head. All I will say is buckle up buttercups!"
Any information that can currently be given regarding potential changes to perks? Are they still in the game? If so, does your character level still need to be level 8+ to equip a full set of perks?
Yes! Well also no. I don’t think I’m at liberty to talk about all the specifics yet but perks have been updated in a Big way!
To answer your question directly: You will always have access to at least one full set of perks.
How did the team come to the decision for a Parry battle mechanic added rather than a Block button?
One thing we learned during the Beta was that dodging in a direction was almost always more powerful than doing a neutral dodge in place. So we wanted to find a way to make neutral dodge more impactful and more interesting as a defensive mechanic. We tried a lot of different options but landed on our current parry design because it filled the niche of high-risk/high-reward defensive option. Steven Universe already has his special blocking passive and we played around with giving more characters a similar mechanic, so it’s not out of the question to see something block-like in the future. We can always give our core mechanics new options with new perks in the future!
Will there be options to customize the camera?
There are no plans for Camera customization at this time. Camera behavior in PvP needs to be consistent for all players to ensure a fair experience. The customization options for scoreboard, cooldowns, character outlines, and other settings will all be returning from Beta.
What was the reason for the decision to increase the stun time in the hitlag and a rescaling of the character, why those big changes?
We’ve covered this a bit already in our Combat Refactor Dev Blog , but the goal with our updates was to make the combat more approachable and impactful for new players while maintaining competitive depth. All of the changes to our combat were made in service of that goal. Bigger characters and higher hitpause (hitlag) really make the combat feel weightier and stronger, and it's much easier to follow the action on screen when everything "pops." But we didn’t want to lose the speed and movement that players came to love in the Beta. Rest assured – combat is still satisfying and fluid even with our larger characters.
Aside from the new mechanics and polished attacks (which look amazing btw), what other changes can we expect to character movesets? (Ex. Attack speed changes, hitboxes, complete moveset revamps)
Every attack on every character was reanalyzed and reevaluated for launch. Every character has at least one new move (dash attack), but the updates range from characters feeling very similar to their Beta version, to characters having a whole new game plan.
What challenges have you run into with the new netcode? It's one thing to test connections from Wired PC to Wired PC, but how is this fairing out with wired and wireless connections on console?
The challenge has come from rebuilding every part of the game from the ground up to fit the requirements of our netcode goals. With the new netcode I’ve personally had matches on wifi and vpn, fighting a player an ocean away, and it felt like we were playing locally
Will the game still feel like launch but less laggy like floaty and fast paced or was it tweaked?
The most important thing was to build something that not only supports four players, but also supports players who are not connected via a lan adapter. In terms of gameplay I believe the speed is primarily influenced by player skill. The game is still quick, but it is not at a chaotic pace that does not allow spectators to watch it easily and it is not so fast that you can’t properly punish the guy who is abusing the fact that he can play safe 24/7. The things that made MultiVersus unique are still in the game and are still intact. You just now have different ways of bringing it out and incorporating it into your game. Decision making, spacing, defense, AND offense are all crucial this time around vs back in the day when what mattered the most was evasion, safe moves, and catering towards a very certain gimmick most of the time. If you are better than your opponent, you should be winning.
What was most challenging about converting the game to Unreal Engine 5?
UE5 has been a fantastic tool, but like any new technology there’s occasional growing pains. Most of the challenges in rebuilding the game’s stages came from making them work with our new netcode rather than the engine itself.
Every single team had their own heavy lifting to do in the port. On the tech art side, a lot of visual systems needed work. Things like mirroring, prop visibility, dynamics, and scaling all needed broad adjustments and reworks. Some of the other tech artists, like Jake and Justin made sweeping changed and reworks. It was then a long process of tracking down every lingering visual bug. We all check each others work, in that way. Tech art might do our initial pass on a lot of things, but then animation or QA will review our work. It’s an ongoing process.
What's the process behind adding a character into the game? Is it difficult to balance the new mechanics these characters might bring to the game?
As a tech arist, I am often involved in the character pipline quite early. The design team has free rein with the character kits, but when it comes time to build the art assets, modeling, tech art, animation, and design will all get hands on the ball. We work together to make the big ideas work in game. We initially prioritize getting basic representations of the character and their kit into builds as soon as possible so we can playtest them and give the design team feedback, and to track technical and visual issues for the art teams. This is when the animation team really starts flexing. As animations get added, and the kit is fleshed out, the character just comes to life. From there it's a matter of testing the full kit, as well as how it interacts with the existing cast. I won’t speak too much on the design process, but the character constantly evolves. Almost daily, there are new things to explore in playtests. At some point the character will just “click” and everybody gets really excited. Then a bunch of meticulous bug fixing, optimization, and balance happens.
How do you balance creative freedom with technical limitations when developing a game?
I think a great example of this is our cartoon characters. Cartoon animations, with lots of squash and stretch, and highly deforming faces, are a real challenge to implement into a real time enviroment. Before I had joined the team, a lof of talented folks, including Khai and Artak, developed a lot of amazing tools and pipelines that really allow us to capture a broad range of animation styles in game. We have an unwritten rule here, if we can't do a character right then we don't do the character. Technical limitations have never gotten in the way of that.
Technical limitations will almost always produce more innovative solutions than having complete creative freedom when developing games. Our team at PFG is always trying to push the envelope while being as resourceful as possible. Beta maps provided a special challenge when trying to make them better and reflect player feedback after Beta ended. We took stock of our catalogue of maps and did as much as possible to make each stage feel great, applying new standards of level design across all the Beta maps to fit the gameplay overhaul. We’ve also taken great care in curating map pools for matchmaking queues.
Will you guys ever share more concept art for stages, characters, and variants?
Absolutely Everyone really enjoyed seeing the ones released so far, and in the future we hope to keep that excitement going.
Do you (devs) acknowledge that we (fans) are so glad your back?
Extremely easy answer We absolutley love this community and appreciate the support every day. The excitment of the community is absolutely infectious. We scrub socials and forums to gauge reactions to every updated we publish, no mater how critical, and strive to exceed expectations. Delivering the best possible game to the community is why we do all this hard work!
Which out of the current roster is your personal favorite?
Nakat: Wonder Woman, Gizmo, and......well I guess you’ll see in a few weeks ;D
Ajax: Batman is my favorite character in all of media, and he is also my favorite to play in MultiVersus. Wonder Woman has also become a favorite of mine in this version of the game. There is also another.....guess you will find that one out very soon
PFG_Reslived: haha oh man...I do truly love playing the entire cast. I think it's important for me to get the feels on whoever I can. But lately I’ve been enjoying Iron Giant and Steven Universe... They’re both really interesting character designs and I’ve been doing a lot of work to make sure they feel extra good for launch.
PFG_Grant: Bugs Bunny is my favorite...for a few more weeks.
Corey: I will always have a place in my heart for Batman, but there is a character coming down the pipes that inspired me to prototype a new way of interacting with our characters. That new...thing...might just end up in game. I hope players get to see it, and I can’t wait to take this unique character into queues.
Then they thanked everyone for their questions.
unilordx escribió:Si no es esta semana, y hay muchas papeletas de que lo sea, es la que viene sin falta.
Se está hablando de que puede haber un Early Access el día 14 de este mes, todo esto lo dice la comunidad del Youtuber Deanvid, no sé hasta que punto puede ser así...
1st clue was "Be Kind Rewind" and the answer to that was "Scooby Doo Superman" courtesy of one of the VHS tapes names in this video in the top left corner.
2nd Clue was "082622" which lead to a throwback trailer they made referencing 90s advertisement and the answer was "Jinkies Gnarly Rad Tubular"
3rd clue was "108 00:03:59.00" which translated to an episode of Adventure Time where one of the lines shown says "Fin & Jake Adventuring Incorporated"
4th clue was "34149414 118337852" which are coordinates for Warner Bros. Parking Lot when inserted on Google Maps. After some exploring by users around the parking lot via Google Maps, the answer to the clue was revealed to be "The Daily Planet Office" aka the location of the Daily Planet in Lois and Clark: The New Adventures of Superman.
5th clue was "Mistakes were made, or where they?" and the answer was "Guzmo" which was in reference to a Tweet misspelling where it said "Super Guzmo" instead of Super Gizmo
6th Clue were the numbers: "142, 4, 9" which is in reference to a DC Comic starring the Joker, to which the answer was "Just Laugh It Off"
7th Clue was "The Morse Code" which was "SHENANIGANS" aka the Morse Code fans deciphered from their video last Friday revealing Garnet's Wedding Dress.
John Nieve o Johnny Bravo