Spooky Scary Fantendo Showcase 2016/Presentations/OmegaFire

==DAY 1 - Kid Icarus: Armageddon==
For a long time I've wanted to make a Kid Icarus storyline. KI: Armageddon started a while back, but it was different then. There were some more arcs and playable characters...maybe too many. So, I'm reworking it and revising it. It will be available in 2017 for the New Nintendo 3DS, Wii U, Nintendo EX, and the Nintendo Switch. Here are some new details!
===Plot===
Several years have passed since Pit defeated Hades with the Great Sacred Treasure, and since then the human world and Skyworld have remained peaceful. Of course, there's the occasional need for Pit to swoop down and fight every once in a while, but there's nothing too serious...until now, anyway.
New monsters have from seemingly nowhere, and they've begun to attack the human mercilessly. Even worse, Underworld creatures have started appearing too, and with no explanation as to how and why! When Pit and Palutena investigate, he discovers more than just monsters and soldiers, but also something far more unexpected: another angel. Three of them, in fact. Last they heard, the angels had disappeared save for Pit.
Pit meets and befriends the three other angels, forming a well-needed team capable of destroying the new monsters, far stronger than previously thought to be. They are the red angel, Ajax, the blue angel, Diana, and the green angel, Troy. With a new team of heroes assembled with the help and power of Palutena, the angels fight to defend the human world, their own world, and everything else in existence.
Little do they know how high the stakes truly are...
===Gameplay===
Kid Icarus: Armageddon features different gameplay styles depending on which version it is. All versions, however, do have most similarities. Weapons remain in the same categories, being blades, staffs, bows, claws, palms, cannons, clubs, arms, and orbitars. The player will be able to play as multiple characters throughout the game depending on the chapter, and they can play as any character on all chapters on Free Play mode after the game is completed. Powers from Uprising are also returning.
====Combat and Controls====
The control system of Armageddon is also altered. The game is still third person, but the camera is now panned further, allowing a larger view of the surrounding area. The camera can be rotated so that the player can freely look around the area. The reticle is no longer controlled with a touch screen, and is how controlled with an analog stick, often the right one, but this can be changed in the game's settings. The reticle can move the camera as well.
====Hub and Chapters====
The main menu of the game is vastly different now and replaced by a main hub that the player can explore freely as opposed to the simple menu of Uprising. The player can occassionally find additional hearts and treasure hidden, and on very rare occassions even weapons. From the hub, the player can talk to the deity within it, whom can be asked for advice and sometimes humorous conversations. They can also exit through a large door to proceed to the chapter selection menu, and can also head to training areas and weapon forges to buy weapons. The hub changes depending on what point of the game the player is on, and they can choose which hub to reside in after beating the game similar to the hidden options in Uprising that allowed the player to switch between goddess temples.
The way chapters work is now altered from Uprising. Unlike Uprising, not every chapter has a boss at the end. Also, while most are split between Air and Land Battle, some are Air Battle only and others are Land Battle only. They last an average of twenty minutes each.
==DAY 2 - HADES==
Hades is OmegaFire's first horror game and the first to be release on non-Nintendo platforms. Alongside the Nintendo Switch, it will also be releasing on Steam, Playstation 4, and Xbox One. Plot details are still being worked on, but here's what I can tell you about gameplay:
===Gameplay===
Hades is played in third-person with an over-the-shoulder perspective. On some occasions however, namely cutscenes and certain quick time events, the camera switches to first person. In the game, players are tasked with exploring a perplexing world where "everything is possible" with a hope of finding a means to escape it and return to the real world. In order to complete this task, players must examine and interact with their environment and surroundings. This can be done by collecting items, discovering secret areas, talking to other characters, reading documents throughout, and examining objects and scenery, all while avoiding (and sometimes fending against) enemy-like entities and creatures.
The game's story, while being one continuous shot, is divided into several chapters, each one focusing on specific characters. The game is somewhat linear, but the player can steer away from the storyline to discover secrets as well as potentially useful items and information. Decision-making is a vital element of gameplay as it can affect the final ending of the game.
The player has two primary meters on the GUI: the Health Meter and the Insanity Meter. The Health Meter measures how much harm a character can take before dying and thus resulting in a Game Over. If the player is under 20% health, they will enter Near-Death Mode. In this condition, the character is weaker and slower. Health restoration is notably difficult to come across, as health restoring items usually work only once before they must be tossed. Saving the game will restore health, albeit it will only double the health of the character's current amount.
The Insanity Meter measures how much the character has been "infected" with the Delirium. Depending on the current events, the player's decisions, and the character's own thoughts, the meter will get higher or lower accordingly. If the meter gets full, the character will succumb to the Delirium and result in a Game Over. However, there are some exceptions to this, as it is sometimes part of the storyline for this to happen and it will not result in a game over.
Throughout the game, players can find and collect several items and tools. While most are useful for discovering secrets and/or optional entirely, several are mandatory to find and collect. Certain tools can be used on the environment and surroundings; for example, the player can use a saw to cut a wooden board blocking a passageway and thus gain access to it. However, each character can only carry a limited supply of items, depending on the weight and size of each one. For example, a larger tool such as an axe takes up more inventory space than a smaller one. Some items and tools will need another in order to work or function properly. Some tools can be used as weapons, though they are often ineffective at killing and can at most help players defend themselves.
==DAY 3  - UCF==
Underground Cyborg Factory, or somply just UCF, is a fairly different project from the other works of OmegaFire. A sci-fi style exploration game, UCF will release Q4 2017. It will be released on exclusively on Steam and the Nintendo EX. It is still early in development, so there isn't too much on it just yet. However, here are the current plans:
===Plot===
Eric Afton is the son of Allen Afton, a well-respected builder of several works of technology. On the day he suddenly disappears, Eric is told the terrible news that his father has died in a car accident. Months later, while exploring his home, Eric discovers a hidden pathway leading deep underground. There, he discovers something far greater than he ever imagined: his father had built an entire underground facility for a secret project, and it's filled with mechanized wonders and secrets Eric could never imagine.
===Gameplay===
In UCF, players control Eric as he explores a vast underground facility, hoping to find out the truth behind the facility's creation. Throughout the game, Eric meets various cyborgs built by Allen, each with their own unique personalities and features that the player can use to discover secrets and progress the game. They will also protect Allen against hostile machines. The game is controlled in third person, similarly to Kid Icarus: Uprising but with a wider view, and the camera can be adjusted to examine the surroundings. The game's world, which is entirely udnerground, is large, about 150% the size of the world of The Legend of Zelda: Twilight Princess.
Eric has a laptop which is important to gameplay as it can be used to download and read files from other machines, computers, and cyborgs. A recurring file throughout the game are lab entries written by Allen, which reveal vital information and hints on how to progress through the game. These files can also be uploaded from the laptop to other machines and cyborg characters. The player can also browse other computers to find more data. On certain parts of the game, the player will have to perform certain actions on various machines and cyborgs, such as reprogram them or operate to fix an internal problem. An example of this is when one of the cyborgs is critically damaged, and Eric must work to replace the broken parts.
MORE TO BE REVEALED SOON
==DAY 4 - Super Mario Rising==
thumb|center|670px|The teaser trailer for Super Mario Rising
It's been a very long time since I've created a Mario game, and now OmegaFire is coming out with its first Mario game in over a year! Introducing, Super Mario Rising! This game will be availible exclusively for the Nintendo Switch and Nintendo EX, and will release in Q1 2017.
===Gameplay===
Super Mario Rising is a 3D platformer played similarly to other 3D Mario games such as Super Mario 64 and Super Mario Galaxy, but with a number of changes and differences. The player is free to explore various areas with no time limits is free to wander in all directions as they please. Throughout the game, the player controls multiple characters. Most of the time it is Mario, but there are various occasions were the player controls characters such as Luigi, Yoshi, Peach, Daisy, and more. The player is tasked with completing various levels and must complete each one's objective in order to achieve this. This can include making it to the Goal Star at the end of the level, defeating a boss, obtaining a special item, or reaching a certain area.
The player can perform a number of moves to help them deal with enemies and perform various tasks. The most well-known, and most important, of these moves is jumping. The player can stomp on enemies by jumping on top of them, which deals the most damage out of any normal move. The player can make the character walk, run, jump, duck, swim, attack, and block. Each playable character has three specfic stats:
*Attack: Measures how much damage a character can deal against an enemy by attacking it. (Does not include stomping on enemies.)
*Jump: Measures how high a character can jump.
*Speed: Measures how fast a character can walk and run.
Players also have a variety of special moves, including the double jump, triple jump, long jump, spin punch, sweep kick, wall jump, and ground pound. They can also lift, carry, push, and pull a number of objects to solve puzzles or get to certain areas. Players can also hit switches, including buttons and levers, to trigger events or open doors and gates. However, the more notible special moves are the attack moves, including various punches and kicks in a similar style to Super Mario 64. The player can perform combos to gain more points by presisng various button sequences.
Health is measured by a circular meter placed at the top right corner. The meter is split into twelve segments, and when fully depleted with result in a game over. The meter can be refilled by collecting coins or by running through a Health Heart. When underwater, an additional air meter will appear near the character, showing how much they can hold their breath before they must return to the surface, otherwise their health will begin to deplete until they eventually drown. When the player character's health is at 3 or below, they will be weakened slightly and move slower.
Power-Ups also return in Super Mario Rising and give Mario and co. various abilites. The Fire Flower, for example, provides the player character was fire abilities, allowing them to shoot fireballs as well as add additional fire damage to attacks. Some power-ups, however, do not directly give the player abilities. The 1-Up Mushroom gives the player an extra life, and the Life Mushroom provides a temperary extra meter that gives six additional health points until it is depleted, returning to the default twelve-point meter.
==DAY 5 - Fantendo Coliseum==
This project was halted for a bit, but now I'm happy to say that Fantendo Coliseum is back in action! The teaser above is rather ismple because I didn't have time to finish the actual teaser I was planning. I will be releasing this teaser soon when it is completed!
Fantendo Coliseum will be releasing in North American territories on April 17, 2017 for the Wii U, Nintendo Switch, and Nintendo EX.
===Current Roster===
This is the current roster, in alphabetical order.
Character Name 	Origin Game
Amy Jackson 	Amy vs The Future
Aura Synesthesia	Aura's Junkyard
Beck Alton 	Fantendo Smash Bros. Strike
Ciriesta 	Azure Stars
Dawn Shadows 	Fear Fighters (2016)
Elementals 	Elementals
Epica Collin 	Epica & Sarona
Fera 	Heroforce
Finnigan 	Nowhere in Particular
Flip 	Flip The Frog
Hein 	Dark Woods
Kadyn Occillo 	Fantendo Coliseum
Krystal Pérez 	Amy vs The Future
Leah Needlenam 	Fantendo Visual Novel: Fracture
Lily 	Dark Woods
Lolly 	Candy People: Sugar Rush
Melissa Dust 	Fantendo - Misfits
Meta-Form 	Meta-Form
Möbius 	Infinity Limit
Rachel Harel 	Fantendo Smash Bros. Shattered
Strafe 	Strafe: Heaven Born
Syi 	Lurking in the Dark
Tr'p 	Fantendo Smash Bros. Strike
I will soon be opening sign-ups for more characters; so if you want to add your own character, you can! Just ask me and I'll consider adding them to the roster! This sign-up will be availible soon!
===Gameplay===
Fantendo Coliseum's gameplay style is somewhat of a hybrid of Super Smash Bros and other, more traditional fighting games. The style of battle is similar to the Super Smash Bros series in which players can move and jump around freely across platforms on a stage and have basic attacks and four special moves. Some stages have bosses, which can be defeated during the battlefield. However, unlike Smash Bros, the goal is the deplete all other opponents of their health. They canbe launched, but only short distances, making battle similar to Stamina Special Smash in Brawl and Smash 4.
There are five types of moves:
*Standard: Normal/basic attacks. These are often the weakest attacks of a character.
*Air: Attacks in midair, can be slightly stronger or weaker than Standard Attacks depending on the character.
*Special: Special attacks unique to each character. Like in Smash Bros, there are four types: Standard Special, Side Special, Up Special, and Down Special. Each of them can be executed by pressing the assigned button and a direction on the D-Pad or Analog Stick.
*Meter Special: The version of each special that uses the Ultra Meter to make it slightly different, making it more powerful and harder to avoid.
*Strong: Stronger attacks that deal more damage than standard attacks, but are slower.
*Ultra Smash: These are special moves that can only be performed when the player's Ultra Meter is full. These do a lot of damage and are often hard to dodge. When executed, a short animation is triggered.
The controls are very simplified, with one button used for standard attacks and another used for special attacks like in Smash Bros.
In a Survival Battle, fighters have a health bar and numeral value of the bar. The match starts with all opponents at a number of health depending on the settings. The match will start with all players with 100% health for per stock/life. (i.e. 300% for three stocks, with a maximum setting of 99 stocks for 9900%.) When an opponent deals damage, the foe's health goes down.
The number of stocks also determines the number of health bars on the player's GUI; for example a player with 3 stocks has three health bars stacked on each other, along with the health percentage, each worth 100% health. Because of this, the game is unlike most others, where there are multiple rounds with regenerative health bars, and there is only one round that ends when all of players' bars are depleted expect for one, who is the winner. After the first bar is depleted, the character will faint for a moment, then get back up. The current health bar shatters completely can cannot be recovered, even with healing items. Up to four fighters can be in a match.
Additionally, there is a timed mode called Time Battle. Similarly to Smash Bros, in this mode the match is timed (to three minutes by default, but it can go as high as 99 minutes) and there is a single limitless health bar. When a player recovers after lossing a health bar, the bar will regenerate completely and the health percentage will return to 100%. The player with the most KOs will win the match.
A fighter can then survive until their health reaches 0%. At this point, their health bar and number shatters, and they will be launched away Smash Bros style, even letting off a Smash Bros-style KO explosion.
Players can knock the opponents off most stages as well. In Coliseum, players can be knocked off-stage via falling into a pit or by being thrown off-stage. Fighters cannot be attacked off stage, and can only be thrown. Neither are possible in some stages however. Some stages have multiple sections, and fighters can be taken to new sections of a stage by hitting an opponent with a strong attack near the edge or corner, or at a specific spot. This launches the opponent, triggering a transition animation that does damage to the opponent and takes the fight to the new section for all players. There are multiple interactive objects littered through stages as well that can be used by players.
Items are also present in the game, and function as they do in the Super Smash Bros series.
The Ultra Meter also has another function called Meter Burn. If the player presses a trigger button while executing a special move, they can sacrifice part of the meter to make the move stronger, and different in a way. (For example, a normal Side Special move fires a missile but the Meter Burn version fires two slightly stronger missiles.)
===Story Mode===
This game's story mode is still under construction, and I don't want to put too much in it yet as the roster is not yet complete. I have made plans for locations, bosses, and several ideas for the plotline, but nothing is final yet. I'll have more info on this very soon!
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