Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

No permission to download
Project is completed.
New cameos made by Banxman for Pocket Dimensional Clash 2.
Can you identify who they are and what game they are from? :)
GrUfMyLXcAAuCME
 
I finally had time to add things that were planned for the previous version and had to be cut:

- New loading screen, which works in both languages (the first time will always be in English). The texts will change according to the percentage of the game loaded, just like Dan changes too - people love Dan's cameos apparently :)
x6IunyQ.png


- New Complete screen, where I added two customized pieces of information: KOs (number of enemies defeated) and Deaths (number of times each player died). This information will be reset at the beginning of each game and on the Hall of Fame screen.

19edTxb.png


During the testing of chapter 1 (which includes the content of the last release only), this was the number of enemies defeated - this value is not 100% accurate, for several reasons (some due to the way it was programmed and because the number of enemies is not fixed).

tYeq2Sx.png


Working on this Complete screen is one of the things I find most tedious in OpenBOR (and this is not a criticism of the engine per se), because the position on the screen that you see is not the same internally. The manual states that showcomplete positions itself "x and y are the number of pixels, right and down respectively, from the top left corner of the screen to the top left corner of the life bar" - which I don't think makes much sense - but the source code shows that this message is drawn from a specific point on the screen, which changes with each resolution:

// 480x272 - All Platforms
case 1:
videomodes.hRes = 480;
videomodes.vRes = 272; videomodes.hScale = (float)1.5;
videomodes.vScale = (float)1.13;
videomodes.hShift = 80;
videomodes.vShift = 20;

videomodes.dOffset = 263;
PLAYER_MIN_Z = 182;
PLAYER_MAX_Z = 264;
BGHEIGHT = 182;
break;

We are planning to release the update something around August. I should be sending the game for the beta testers on the next days :)
 
Very good! I love it, buddy!
Thanks buddy! We already changed it thanks to a decision we got - I will explain it soon.

Among the animated things we are adding, we are implementing an animated version of the "Go" arrow, where Dan will do several cosplays.
This is one of them - if you remember this cartoon, we can be friends :)
GsmeBLPWQAI-hG9
 

Pocket Dimensional Clash 3? We wanna hear you.​


TL;DR - we are changing the game name.

New game? Yes, but let me explain.

1.png


Following Zvitor's advice, we decided to change the name of the project to "Pocket Dimensional Clash 3", after reflecting on different arguments:

- Even though it is a huge update, excluding people from the OpenBOR community and those closest to it, there was a big chance that someone who had already played or made a video of PDC2 would not test this new version, because it had the same name.

- The amount of new content (18+) is as big as the amount of existing content (19+), with multiple routes - some routes split more than once, in fact. The existing content also gained an alternative route and should gain another in the future.

- The game grew from 17 playable characters to over 49 playable characters, and from 3 NPCs to over 15. And several improvements were made on several levels.

1.png


- We have two languages in the game now - English and Brazilian Portuguese.

- All content from the 2024 version is treated as Chapter 1, while the new material is Chapter 2. We have plans for 1 or 2 more chapters in the future. And even though the story of all the chapters is interconnected, they can work independently.

- Release date: we are working with something around August or September 2025.

So maybe we will do a small update on PDC2 just to fix some bugs and have a finished version and we will focus on PDC3.

Ok, only good news so far, but what is the bad part? Precisely the "chapters" issue.

Our initial plan was to release the game with Chapters 1 and 2, and you would have to complete Chapter 1 to have access to Chapter 2.

Problem: we are worried about whether people will be willing to play the old content to have access to the new one.

We considered launching the game with Chapter 2 already completed, and Chapter 1 would be a "prologue" to be unlocked at the end of the game as extra content.

Problems:

- Chapter 2 is much more difficult than Chapter 1, as it was planned to take place after Chapter 1, where we already taught players the game mechanics, challenges, traps, what each item does, etc. Starting the game on such a high difficulty level worries us. And rebalancing the entire game is out of the question, it would be a Herculean task for little result.

- We are not sure if players will be interested in unlocking something that is easier than what they have already finished.

So we still have a difficult decision ahead of us and we want to hear from you.
 

Pocket Dimensional Clash 3? We wanna hear you.​


TL;DR - we are changing the game name.

New game? Yes, but let me explain.

1.png


Following Zvitor's advice, we decided to change the name of the project to "Pocket Dimensional Clash 3", after reflecting on different arguments:

- Even though it is a huge update, excluding people from the OpenBOR community and those closest to it, there was a big chance that someone who had already played or made a video of PDC2 would not test this new version, because it had the same name.

- The amount of new content (18+) is as big as the amount of existing content (19+), with multiple routes - some routes split more than once, in fact. The existing content also gained an alternative route and should gain another in the future.

- The game grew from 17 playable characters to over 49 playable characters, and from 3 NPCs to over 15. And several improvements were made on several levels.

1.png


- We have two languages in the game now - English and Brazilian Portuguese.

- All content from the 2024 version is treated as Chapter 1, while the new material is Chapter 2. We have plans for 1 or 2 more chapters in the future. And even though the story of all the chapters is interconnected, they can work independently.

- Release date: we are working with something around August or September 2025.

So maybe we will do a small update on PDC2 just to fix some bugs and have a finished version and we will focus on PDC3.

Ok, only good news so far, but what is the bad part? Precisely the "chapters" issue.

Our initial plan was to release the game with Chapters 1 and 2, and you would have to complete Chapter 1 to have access to Chapter 2.

Problem: we are worried about whether people will be willing to play the old content to have access to the new one.

We considered launching the game with Chapter 2 already completed, and Chapter 1 would be a "prologue" to be unlocked at the end of the game as extra content.

Problems:

- Chapter 2 is much more difficult than Chapter 1, as it was planned to take place after Chapter 1, where we already taught players the game mechanics, challenges, traps, what each item does, etc. Starting the game on such a high difficulty level worries us. And rebalancing the entire game is out of the question, it would be a Herculean task for little result.

- We are not sure if players will be interested in unlocking something that is easier than what they have already finished.

So we still have a difficult decision ahead of us and we want to hear from you.
I like the idea of changing the name instead of just changing the version/build number, but I also would consider Capcom's strategy, like Super PDC2, PDC2 Plus, PDC2 Gold, PDC2 Max, etc.
Or if based in chapters just change the number, like PDC2: Chapter 1 and PDC2: Chapter 2 (which contains the Ch1 + Ch2).
This way you can avoid the chapter problem by keeping everything in the same game.

I agree that the PDC3 name is a good choice, but usually I think that by changing the main number, it can make players to maybe expect more or different changes than the ones planned, once the game's main structure is almost the same.

As an example we have SOR1 to SOR2 or both to SOR3, or even SF2 to SF3 and both to SF4, where the changes are really big. In case you use the same name but separated with chapters, we have a good example with the FFVII Remake/Rebirth.
 
I like the idea of changing the name instead of just changing the version/build number, but I also would consider Capcom's strategy, like Super PDC2, PDC2 Plus, PDC2 Gold, PDC2 Max, etc.
Or if based in chapters just change the number, like PDC2: Chapter 1 and PDC2: Chapter 2 (which contains the Ch1 + Ch2).
This way you can avoid the chapter problem by keeping everything in the same game.

I agree that the PDC3 name is a good choice, but usually I think that by changing the main number, it can make players to maybe expect more or different changes than the ones planned, once the game's main structure is almost the same.

As an example we have SOR1 to SOR2 or both to SOR3, or even SF2 to SF3 and both to SF4, where the changes are really big. In case you use the same name but separated with chapters, we have a good example with the FFVII Remake/Rebirth.
Pretty true.
I don't know everywhere else but in France as an exemple, when we talk about Street Fighter 3 Third strike, we call it "3.3" Exemple : "let's play 3.3" (trois point trois)
Anyway the strategy of Capcom just like @DCurrent talked about makes sense. with all the games of a same number having the same "base". SF3.1 SF3.2 SF3.3
When you go ahead for a new game "number", there is no similar base. Usually even if I'm sure there are tons of exemples.

But sure the new design and title looks appealing... ^^
 
I don't know everywhere else but in France as an exemple, when we talk about Street Fighter 3 Third strike, we call it "3.3" Exemple : "let's play 3.3" (trois point trois)
Anyway the strategy of Capcom just like @DCurrent talked about makes sense. with all the games of a same number having the same "base". SF3.1 SF3.2 SF3.3
When you go ahead for a new game "number", there is no similar base. Usually even if I'm sure there are tons of exemples.
Thanks for your feedback, buddy. In fact, I am more concerned about the content than the name, about what to do with chapter.
From the feedback I've received, most people also think that starting the game with high difficulty content can put off new players. And that if you have new characters, new stuff, and even new scenarios (which is what we did), people will play the old game without any problems.

For example, we have an alternate route during the Shadaloo chapter, which leads to two new levels:
pdc - 0212.png

And in the future, we will have an alternate route in the Golden Axe universe as well.
 
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