Does anyone know if the single player options of Skullgirls will be expanded at any time (even in the far future), or will it mainly stay an online multiplayer focused game?
They did poll the igg backers for that. I personally voted for an expanded tutorial, world tour mode like Alpha 3 which was awesome yet simple and another option that I don't remember right now but not canon story because it's not a long term investment to me.
I'd understand if SG remained online multiplayer focused, but I lack the skills to really get much satisfaction out of the online multiplayer, and with the single player options being quite limited, I hope that there may be more for me to experience with the new characters in the future other than getting my ass handed to me online.
Well it was surprisingly a FG made with an indie budget yet is better than most recent FG release but for sure they had to cut some things and focus on what would be better in the end. Like I said earlier they are aware of it and will probably implement some new features according to the recent poll made by Ravi.
A canon story mode doesn't do much for me. While it will be interesting, it's mostly text and pictures. I meant options along the lines of a 'Vs. CPU' or 'Survival' mode, alongside improved CPU AI. The arcade mode is OK for now, but it'd be nice to choose my opponent and not have go back to the main menu when I reach Marie each time.
I know that its basically a sin to enjoy a fighter for its single player modes, so I'd understand if these options were far off or not even planned, heh.
I don't think it's a sin but you miss out on a lot of depth. I'm honestly curious to check if there's a simple mode vs the AI. I never really bothered with it. I only did story mode for unlocking skins, use the training room and play matches online.
Yeah, I was looking for a VS CPU mode or a way to set training dummy to AI but couldn't find it. I have to imagine they were working under time constraints (with how movelists weren't even in the game day 1) so I'm hopeful a sequel will be more fleshed out with features you'd see in big budget titles.
There isn't ? Well that's surprising especially since MikeZ did fix a lot of stuff with the training room.
I'm VERY excited for the incoming change to the IPS system. The way it's setup now leads to a situation where, regardless of the normal that you use to begin the combo, it's going to do nothing to change the length and overall damage. A combo that starts from low risk light hitconfirms is going to have the same length / damage as a combo that starts from heavier attacks.
The stricter IPS being tested in Salty Cupcakes changes this notion, the beefy damage / long length that you see in every combo in the game's current format won't be seen unless the starters for post-patch combos are heavier and higher risk attacks. You'll probably only see them as hard punishes. It almost reminds me of the way older KOF games handled combos in that the majority of command normals wouldn't combo off of lights but would combo off of the heavier buttons, if you wanted the damage you needed to commit to something a bit riskier.
Did he change something else in this week's SC or did he still kept the straight to stage 5 mode ? I'm curious about the same damage regardless of starter because there's still damage scaling involved. You need to use your heavier attacks early to keep the damage up in this system still but you say it's not enough ?
I legitimately didn't notice this until I booted up training mode and checked, wow. Something to ask for in the PC version / Squigly-Edition. Wonder if they'll have the time to implement it.
Well it's not on the online to-do list for now . There's hope for the Big Band edition. That 360 patch made MikeZ more than late on his schedule so I think he already has enough on his plate. Maybe the PC could be modded to allow Versus AI play ?