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3 years ago

"JadeJohnson Games™'s JadeOme" — Frequently Asked Questions:


Question: Is "JadeOme" the sequel to "Giga Street Fighter II: The Final Round"?

Answer: No, it is an all-new game-engine, which does not rely on a single sliver of the two-years-worth of code that went into "Giga Street Fighter II: The Final Round".

GSF II was a two-dimensional, third-person game-engine with absolutely no support for 3D-models, -rotation, or -effects. It was also inspired by both CAPCOM®'s "Super ‘Street Fighter™’ II: Turbo", and MIDWAY®'s "Mortal Kombat™".

"JadeOme™" is an entirely-three-dimensional, first-person, bloodless, open-hand-to-face-combat-based slap-fighting-game, in which a human-player competes aGainst a computer-controlled-opponent (a member of the very first wave of computer-players in "JadeJohnson Games™"-history) to see which one can deal enough continuous blows to the other to send them flying back into their own goal for a knock-out.

Question: How would you describe "JadeJohnson Games's JadeOme™" in the terms of its inspiration?

Answer: The inspiration behind "JadeOme™" can best be described as, "Nintendo®'s ‘Super Smash Brothers™’-series × Professional-Boxing".

Players must use their open-hands to bop the faces of their opponents.

With each strike dealt, the fighter who is open-hand-slapped gets knocked backwards one cell toward their goal.

The CPU-fighter will instantly-and-continuously-attempt to push their human-opponent further-towards the center of the stage in which the bout is taking place. As this occurs, it is up to the human player to locate and hover-their-cursor-over the correct invisible-control-cell to counter the onslaught of attacks by the artificial-intelligence (AI), before getting whacked into one's own goal and losing the match.

Although the control-cells will be invisible during each match, a visual layout-grid will appear before every bout begins, to ensure that players can grow-to-learn the controls over-time.

Question: Will this game easily-support The Modding Community?

Answer: Unfortunately not, but in this case, that is out of our control. PowerPoint makes it nigh-impossible to swap 3D-models into-and-out-of the game-files, unlike with 2D-sprites. However, we plan to support this game after-launch, so don't be surprised if we release more stages and fighters for it over-time in a series of manually-downloadable free-updates. No promises, though.

That being said, though, we've lately been-having-reveries-about another fighting-game-engine that we internally-refer-to-as, "M.U.G.E.N., For PowerPoint". This hypothetical-fighting-game-engine would use PowerPoint's "Slide-Zoom"- and "Embedded-Presentation"-functionalities to enable its players to edit literally any part of every-single fighting game we made with it, even as it was being played in real-time! We're really excited about the possibilities we dream to bring to the table, and we'll have more info on this ProJect as soon as more news is readily available.

Question: Will this game feature an accessibility-mode for the blind?

Answer: We plan to ship two variants of the game: one for the sighted, and one for the blind and visually-impaired. Once we know the solution, we'll let-you-know whether-or-not we're able to merge the two variants into a single-game-engine.

We're still-working-out which text-to-speech-engine via-which to power the game. Our Fully-Artificial-Intelligence-fueled screen-reader has proven-itself-to-be too-slow for a game where the need for high-speed-action trumps the requirement for a-high-amount-of-screen-reader-cells.

Thankfully, we've engineered five different screen-reader-options; across two-point-five unique-vocal-styles, with the first-trio-of-the-former featuring three different verbosity-levels, only one of which cannot be utilized-here, so we should be able to find a way to get this game's accessibility-service up-to-speed, one way or another.

Question: Given that the basic-game-engine featured in the eight-way-navigation-test-video for "JadeOme™" appears-to-let-you move freely, how will the controls work in the final-game?

Answer: Players will be able to freely-rotate left-or-right, across-eight-directions at all times. However, the controls that lead anywhere-but-directly-adjacently-forward will all be disabled.

As their character is pushed-backwards toward-their-own-goal, players will have to move-their-mouse-cursor-over the correct invisible-control-cell, by trying-to-remember its location in the unchanging grid-image that was presented-to-them at the start of the bout. As players continue to train, they will eventually master the proper positions and timings of their movements, so that they can win every time!

Question: Why Does "JadeJohnson Industries™" use so-many hyphens?

Answer: Online-translation-services can better-understand the proper-word-groupings of English-text when hyphens are used to help-distinguish which words should-be said-together. We wish for our content to be-accessible-to as-many-people-as-possible, so we strive to make our textual-materials as easily-understood by as many types-of-individuals as they can be.

In-conclusion, we've just-answered the top-six-questions you may-have-had about "JadeJohnson Games's JadeOme™", and we hope that you are just-as-excited about the game as we are!

As always, "Happy Jading!™"

Jading:

Justness,

Amnesty,

Dependability,

Inclusivity,

Non-vulgarity,

Grace.



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