superdaz
Member
MEPP is a 2D indie fighting game designed for the PC and developed by - A.T.P.
The game was originally being developed using the Mugen Engine but due to limitations we decided to make it our own!
Team info:
A.T.P - Across the Pond is a group of small indie developers that got to know each other mainly through various fighting games played together. With 10 years of Mugen experience and learning how fighting games are structured we have a good foot to stand on for our first serious game.
Detailed info on the games features and gameplay:
MEPP is a 6 button 2D fighting game that features 8 playable characters and a non playable boss.
Each character has basic attacks, throws, counters, special moves, a super move and a highlight reel*.
Highlight Reel is a feature that each character has which is enabled by a special meter that builds when you get hit. Highlight Reel Mode has 2 activations - one for in the air and one for while on the ground.
During air activation - the opponent is in a constant hit state allowing you to juggle them untill they hit the floor. Their gravity starts off light and with each hit it increases it by a certain percentage, eventually the gravity will be so heavy they will fall quicker than you can react - avoiding any infinites. You can also finish the highlight reel combo with a super which ultimately cancels the mode.
During ground activation - each hit causes large amounts of stun allowing combo's to be linked together with ease, but be careful - each hit still increases gravity so if you launch the opponent in the air the gravity rule still applies!
The good news is you can simaltaneously use air and ground versions and only requires one activation!! allowing fantastic creativity during combo performance.
Like your typical fighting game, characters have a power meter that charges when successfully connecting with a hit on the opponent or receiveing a hit. It also builds during special move whiffs (apart from POWER versions*).
POWER versions are done with 2 button presses and the normal command of the move. They use up an amount of meter and can result in more hits, faster recovery or extra juggle points.
Super moves also use up meter.
Each character has basic attacks, throws, counters, special moves, a super move and a highlight reel*.
Highlight Reel is a feature that each character has which is enabled by a special meter that builds when you get hit. Highlight Reel Mode has 2 activations - one for in the air and one for while on the ground.
During air activation - the opponent is in a constant hit state allowing you to juggle them untill they hit the floor. Their gravity starts off light and with each hit it increases it by a certain percentage, eventually the gravity will be so heavy they will fall quicker than you can react - avoiding any infinites. You can also finish the highlight reel combo with a super which ultimately cancels the mode.
During ground activation - each hit causes large amounts of stun allowing combo's to be linked together with ease, but be careful - each hit still increases gravity so if you launch the opponent in the air the gravity rule still applies!
The good news is you can simaltaneously use air and ground versions and only requires one activation!! allowing fantastic creativity during combo performance.
Like your typical fighting game, characters have a power meter that charges when successfully connecting with a hit on the opponent or receiveing a hit. It also builds during special move whiffs (apart from POWER versions*).
POWER versions are done with 2 button presses and the normal command of the move. They use up an amount of meter and can result in more hits, faster recovery or extra juggle points.
Super moves also use up meter.
Story:
A special breed of skilled fighters get invited to a tournament by a demoic entity posing as a witch named Isabeau who is hungry for power and will stop at nothing to get what she wants - the ultimate manipulator who holds a powerful energy force inside in a crystal fixed into her staff. She promises the winner a shot at claiming her most prized posession (her staff) which holds that power, and advises them that should they be victorious to proceed with caution as the force is so powerful it may consume them. Her real motive however is to trap them and take them prisoner in her realm and find a way to extract their power into her crystal to become the ultimate force and ruler of all realms.
Game Modes:
Story Mode - In depth story mode with cut scenes.
Vs Mode - Play against a friend
Net play - Online play with spectator ability
Survival - Continous play of 1 round cycling through each character until life is eventually depleted.
challenge mode - Combo Trials
Training mode - In depth training mode to improve your skill. Training mode offers full control of the dummy and certain scenarios as well as AI. A cool feature during training mode will allow the player to play custom mp3 tracks from a dedicated song folder.
Characters:
From left to right referencing the image above: Isabeau (non-playable), Vico, Ocean, Echo, Ramirez, Scott, Sol Blazer, Prototype, Aqua.
The character bio's and stories are currently under development..
Please note - the game is very early on in development at the moment and the gameplay system itself is still very alpha but here is a short video on progress made so far using the character Sol Blazer:
Note - the art style is very deliberate and was inspired by an old project on a forum we once lurked in
this was our counter project but we decided to turn it into something (somewhat) serious.
Any help would be greatly appreciated too we could always do with more spriters.
Also some old videos of the game previously using the Mugen Engine:
Highlight Reel Combo with Aqua
Old Gameplay footage with old sprites and placeholder graphics: