The FanPro fighting game, in development.
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Now, I know it’s been a long time since and between the past handful of updates, and as such I believe I owe everyone following some insight as to what is currently happening in the development. Admittedly, it’s been going slow, but once the big things have been completed, we should be getting more out on a regular basis.
Below is information on our current development stage, as well as plans for the future. Much of it I believe is very exiting!
The first thing to understand is that I’ve decided to take a completely new direction with how I address the game. Of course, it will still be a Smashlike, and everything shown so far will still be in the game. What I mean is that I’ve taken up a lot of time thinking of how the game will work and feel, and what my ultimate goal was for what I wanted this game to be.
The first thing this entailed was a complete revamp of each character’s moveset. Prior to the initial reveal, I only had concepts for each character I wanted to bring in, and while many of my ideas were fine, they were incomplete. As such, I’ve taken the time to work on finalizing every single animation concept for every move each character has, as well as defining the properties of every attack and character stat. I’m in this process for every character for the first and second release. I believe this is the first step to coming to a much clearer direction as to how the game will work, and while it’s definitely a thorough process, it is undoubtedly the most important part to cover before real production begins. As such, I ask for patience a little while longer while I finish this.
On the other hand, I believe it’s worthy to say that every character has a conceptualized moveset! Yes, all four characters revealed have gotten a complete revamp, and the next four coming in V.2 have concepts that are being finalized right now!
It is also notable that this same process will be done for stages, bosses, and submissions, once the characters have been finalized.
Along with the finalization of movesets, I should also say that the roster choices are now finalized. While I won’t say what hasn’t been announced yet, I will say that V.2′s roster has a focus on some of the more popular designs among the community!
For the last bit of information this time, most of the other aspects of the game have been conceptualized as well. This includes how the arcade mode works, the menu navigation, how music is chosen, unlockable content, and more! As a matter of fact, some bits of this information may be shown at a later date as it comes available to announce!
Now, for a last, more personal note, I (SuperSandbag) will be heading off to college soon, and I’m looking to continue my pursuits in game design and development there. While this is primarily to go down the path to bring my own ideas to life, FanPro: Fighter Project will continually be in the forefront of my mind. With any luck, what I learn there can be transferred to this project, making for a higher-quality experience.
Thank you for your time, and I hope to have more to show soon!
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Hello once again! Sorry for the wait, but we have plenty to announce! We’re not done yet!
Firstly, each major character we have revealed so far has gotten new art made specifically for this blog! We hope you enjoy this fresh new look for these characters! Additionally, you may notice something new next to each character’s numbers. These are series icons, which are used to represent a major theme that is featured in the game. Characters, stages, and bosses all have their own “series,” which is used to tie certain themed content together. For instance, if you see the same icon on a character and a stage, that signifies that they are a part of the same thematic world. Submissions on their own will not get these, but if they share a thematic world with another series, they will be represented under the same series icon.
We hope you enjoy this new element that ties the FanPro worlds closer together!
#FanPro#update#announcement#0036#2147#0379#0068#fanpro 0036#FanPro 2147#fanpro 0379#fanpro 0668#FanPro: Fighter Project#FanPro Zero#Zero
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Zero: Deity of Nothingness
No fighting game would be complete without a boss, and it only made sense for this one FanPro in particular to take that spot! Read more about this boss character below!
Finally making an appearance, we’re proud to announce that Zero marks the first boss character in the game! Naturally, such an important character couldn’t be just a regular boss, but the Final Boss for Arcade Mode! This means that if you get to Zero, you’ll have to throw all of the skills you’ve learned at them! However, be warned, they aren’t going to let you off easy...
In fact, just for Zero, there’s a special effect called Erasure. Erasure, as the name implies, is an effect that slowly begins to erase your character from existence. If you notice that your character is starting to turn invisible, be sure to watch out for Zero’s powerful 0 Surge, which can instantly make a character lose a stock, regardless of their damage. Additionally, Zero has special weapons to ensure that they can turn the world to nothing - Fate’s Hands. Being able to summon these clock parts at will gives them a frightening edge in the fight.
Zero can be devastating if you’re not careful! But, if you can beat them, it’s said that you may get a gift...
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Hello again! Sorry about the hiatus, our team has been very busy with life and school, and as such we haven’t quite gotten much time at the moment to fully focus on things that can be announced. However, that doesn’t mean that we haven’t been working! In fact, I’m happy to announce that we have officially gotten proper conceptualization on all of the stages in the game! Our team has been hard at work creating unique stages for each of the playable characters, and two additional stages based on some rather special designs. We can’t show what we have quite yet, but I can say that they are definitely something to look forward to soon. Thank you for your patience!
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0230 joins the fight as a Submission!
Check out what they can do below!
0230 is rather unique in that, unlike many other Submissions, they prefer to act defensive rather than offensive! Yet, they’re not afraid to follow you around in the heat of battle either! You see, when they join the fight, they prefer to help their summoner out by deflecting almost any attack that their opponent could throw at them! Those sleeves aren’t just for show! If someone tries to hurt you while they’re out, they’ll do quick maneuvers that block and nullify incoming attacks, forcing the opponent to either get extremely close (and that might not even work), or try to bait you away from 0230. I would be careful not to be caught too often in the air, however, as 0230 doesn’t have the greatest air mobility.
Also, you may notice that, in their original design, 0230 never had much beyond the knees. As such, our design team pulled our best efforts to give them a fresh pair of shoes! We hope you enjoy their new kicks as much as 0230 does!
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1937 joins the fight as a Submission!
Read about what they can do below!
1937 is quite the mysterious spirit. You may find yourself wondering what sort of pendant that is that they wear around their neck, and lucky for you, if you summon them, you’ll find out! They’ll float around your opponent for a little bit, and once they’ve gotten a good look at them, they’ll face forward, pendant glowing, and create the very scene inside the pendant on the stage! It becomes a temporary platform, and any opponent in its radius will take constant damage! After a bit, it’ll start to recede back into its seal. I would recommend that anyone still on the platform should get off by then, because otherwise, you might face some... unusual consequences.
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Hello again! Two things:
1. We just announced our first Submission character, 0672! The artwork that you see him as is exactly the resolution that will show up in-game. We hope that you enjoy seeing him, and the rest of the FanPro cast, in this relatively high resolution while playing!
2. I’m proud to announce a new member of the team!
whinyhyena - Designer
Her addition to the team as an artist and as a creative individual is already assuring a much higher quality product! Major thanks to her!
Once again, stay tuned for future updates!
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0672 joins the fight as a Submission!
Read more about what he does below!
Although this adorable, tiny mouse may seem small, he packs quite a punch! In fact, he may be one of the most directly powerful Submissions there is! When you summon him, he immediately starts running around, looking for a place to plug in his tail. Then, once he charges up for a bit, watch out! Those satellite dishes on his head aren’t just for show! He shoots a diagonal wave beam that pushes opponents in that direction from far away, and creates a titanic hit directly around him that will surely knock your foes out!
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Hey, everyone! Just updating to say that we officially have a design team! Currently, our team consists of:
SuperSandbag - Lead Designer shitpostingcloud - Designer Hazel - Designer
Currently, shitpostingcloud and Hazel are helping me (SuperSandbag) with stage designs and Submission designs, and are really working their butts off to help with this project! Huge thanks to them!
Thanks to their input, we should have more content to show shortly! Stay tuned for future updates!
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0668, the Little Red Riding-duo, show what a great fighter they are!
Read more on this fighter below!
“The better to beat you with, my dear!”
0668 is essentially two completely different characters, so I wanted to make sure that they both reflected their personalities in their moveset. As such, there are moves that involve Red, the Wolf, and sometimes both! Red’s moves often incorporate her basket for a weak, combo-starting hit, but she doesn’t shy away from throwing whatever goodies are in her basket. The Wolf’s moves are swift and strong, but leave the duo vulnerable for longer than Red’s moves. In their special move, the Wolf will cause them to dash in any direction in the air, with his maw wide open. He’ll chow down on any opponent that crosses their path, and can then either send them up or down a bit with a quick toss.
0668 is a character with a large frame and light weight, but still packs a punch! They’re your fighter if you like cute characters that have the potential for both easy combos and strong hits, or if you regularly eat grandmas.
~moveset coming soon!~
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0379, the small seamstress, sews the fighting fabric!
Learn more about her below!
She may be small, but 0379 brings all the right tools for both sewing and fighting! In fact, her kit consists of buttons, spools, measuring tape, a thimble, pins, and of course her trusty needle! It’s amazing, how on earth can she carry all of this? At any rate, she isn’t afraid to throw these items around at any opportunity. This gives her tremendous range, in spite of her small figure. She isn’t afraid to throw herself around either, as her special attack has her throwing her needle in any direction, allowing her to not only fling herself towards the stage, but also grapple opponents by either flinging herself at them or dragging them to her.
0379′s your fighter if you like small-framed, long-ranged fighters that are great at executing space, fighters that use grapple mechanics, or if you spend a lot of time fixing up those darn tears that show up in your favorite coat.
~moveset coming soon!~
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2147, the wicked wielder of the bloody sword, slices the competition!
Find out more on her below!
2147 is one of my own FanPro designs, so I was a teensy bit biased when I included her. However, I’m making sure that she will still be a fun and fair addition to the roster.
This mysterious swordswoman uses her unique weapon to strike her opponents with a variety of swings, coming from a completely new system. Pressing the attack button once will have her do an elegant, slow movement, making a trail of the molecules, which causes a multi-hit move that can trap opponents. However, if you tap the attack button while she’s attacking at certain points, her sword will solidify, causing extra damage. If it solidifies towards the end of her swing, it will do a measly pop to the opponent, making for a great combo tool. If it solidifies at the beginning of her attack though, it will become a potent KOing tool, at the cost of being riskier to use.
2147 is a character built on the idea of high-risk, high-reward. She has a surprisingly fast falling speed, and a unique combination of intricate slow movements and fast slices. She’s your type of fighter if you like careful but fast gameplay, or if you have an unknown agenda that could involve vengeful slaughter.
~moveset coming soon!~
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The famed traffic control officer, 0036, comes to STOP the fight!
Check out her info below!
0036 is undoubtedly the face of FanPro for me, and one of the more popular characters to boot, so she’s of course the first one to introduce! Use her amazing traffic control powers to direct the fight with a single point, or slide around on her speedy robotic rollerblades! Of course, an officer of her status wouldn’t be anything without her trusty, actual stop sign, that she can summon out of thin air, of which has the incredible power to prevent any fighter from crossing where it stands!
She’s an all-around fighter, with pretty normal speed, weight, and power. However, she has the unique ability of summoning a stop sign, which creates an impassible wall where it stands, giving her incredible stage control. She’s a great fighter for those that like controlling a stage, or those that to the pit of their souls want to see the end of traffic accidents, dangerous street behavior, and jaywalking.
~moveset coming soon!~
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Welcome to FanPro: Fighter Project!
Below, you can find the main ideas for the game!
This is a game, inspired by the gameplay of the Super Smash Bros. series, that features the easily lovable and endlessly creative characters of FanPro as the stars! There’s a lot to talk about right off the bat, so let’s get started!
1. The current roster, pictured above, consists of 0036, 0379, 2147, and 0668, each of which will bring a completely unique playstyle to the game that I hope will appeal to all types of players, and will all have hand-made spritework. Check back once in a while to find out more about these characters. Of course, more fighters are planned, but that’s for the future.
2. As stated before, the gameplay will be following that of the Super Smash Bros. series. However, it will be simplified a bit for the sake of appealing to more of the FanPro fandom. Those familiar with the fangame “Super Smash Land” should have an idea on what I’m going for. Each fighter will have four ground moves, five air moves, and a special move. Paired with an overall fast pace, the gameplay will be welcoming to newcomers, yet rewarding to veteran gamers. If the need comes around, I may include other actions beyond what is stated here, but that’s, again, for the future.
3. Summon characters, called “Submissions,” can be called upon in Casual matches by pressing down and using the special move button. More info will come on them as time goes on. However, it should be known that characters becoming Submissions does not take them out of future rosters, and that these characters can still show up as full-fledged fighters in the future.
4. Stages in the game will be based on the various designs of FanPro. While some designs come with wonderful backgrounds as it is, many stages will be taken from the theme of the roster. Each stage will have a legal and casual variant, like Omega form stages in Smash 4, but with more variation. Feel free to leave suggestions for stage ideas, since FanPro has a striking lack of locations to work from.
5. Two major game modes will be worked into the game: Competitive and Casual. In Competitive mode, the players can choose from a selection of legal stages in either 1v1s or Doubles matches. No Submissions are available in this mode, and only legal characters are allowed there. Most likely, these will be 4 stock, 8 minute matches. In Casual mode, the players are given any options they wish. 2-4 players can play at the same time, on any kind of stage, and with or without Submissions. Any stock or minute amount are available. I hope that both game modes will appeal to a wide amount of people.
6. Community has always been a focal point of FanPro, and I hope to continue that tradition with plans in the future! If I can gain a bit of traction with this project, I’d like to build a community of players interested in bringing their own ideas to the table! Once the main game is completed, I hope that people will bring their own ideas for Fighters, Submissions, and stages to be officially released in future updates. More to come on this when it becomes more relevant, but it is one of the elements in the forefront of my planning.
And there you have it, that’s all of the ideas I have laid out as of now! If you have any questions, comments, or suggestions, send this blog a message and I’ll get right to it! Thanks for reading!
#FanPro#FanPro: Fighter Project#Announcement#FanPro 0036#0036#FanPro 0379#0379#FanPro 0668#0668#FanPro 2147#2147
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