Game Info:MEPP - Mighty Epic Power Play, formerly known as Mugen Evolution Paint Project is a 2D indie fighting game designed for the PC and developed by - A.T.P. in GML (GameMaker Language)
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 over the years and a large part of that was through experiencing Mugen.
Gameplay Features: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 stun also decreases over time to avoid - again any infinites.
The good news is you can simultaneously 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 receiving 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: (placeholder)A special breed of skilled fighters get invited to a tournament by a demonic 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 possession (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 and lobby creation
Survival - Continous play of 1 round cycling through each character until life is eventually depleted.
challenge mode - Combo Trials - a good way to learn characters play styles
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.
Additional Features:- The ability to play custom music in training mode from a dedicated folder
- trophie acheivment system
- DLC
- to be considered....
Characters: (List may change....)
Isabeau (non-playable boss
), Vico, Kyra, Axel, Scott, Sol Blazer, Prototype, Cruze.
The character bio's and stories are currently under development..
A few notes:- The games resolution isn't fully decided yet.
- All sound effects music and graphics will be original
- The game is very early alpha.
- The crazy game name is more of a joke between the team members, but it kind of stuck! debating on a daily basis over new names we decided to keep it as "MEPP" - so I said "Well it's not being developed for Mugen anymore so the name wouldn't make sense, what else would it stand for?!" and here we are
Here's a few videos of the project including a new video uploaded today of Kyra's gameplay.
New MEPP Engine Videos - newest first.
Kyra progress video
Quick lifebar test using Solblazer
Old Mugen engine videos:
Any help/volunteers that can be provided for this project would be greatly appreciated! we require some help in the art/spriting department and music. PM me if you are interested! Thanks Guys - here to answer questions too