Project L developers share first insight into Riot’s upcoming ‘support-based’ fighting game

Riot Games has been pretty secretive about its unnamed fighting game, Project L, which has been in development for several years. However, game production seems to be heating up, with fighting game community (FGC) community heads, Evo Championship founders and Project L project leads, Tom and Tony Cannon getting ready to “show off”. reintroduce” the game to fans.

Originally revealed at Evo 2019, Project L is still “too far” for an official release date, but the team is ready to share more gameplay and details on how they built the game like a machine. Flight-based combat support 2D.

Players will take control of two different champions from the world of Runeterra, using familiar yet unique assist and tag mechanics to add even more layers to the fundamentals of the player’s fighting game and make quick decisions. The goal of core combat is to provide a solid foundation for players, adding gameplay mechanics that allow fans to decide how much creativity they want in battle.

To go along with that approach, Project L will “embrace” a control style that’s easy to absorb and learn but with enough depth to provide dedicated players with layers to peel and master. .

“One of the great things about fighting games is seeing the top players move and fight in a way that inspires and differentiates the less skilled players,” said Tom Cannon. speak. “We want to set up that aspirational summit and build an ascending difficulty curve to get you there.”

Or, as Canon put it in simpler terms: “This is not about building a game where new players have a chance to beat the pros. That unlocks fun at all skill levels. “

Part of what goes into designing a champion for the title is using their iconic moves and abilities from League of Legends and other mediums, then worked on adapting its core to a fighting game. For Project L, this also means designing them in a way that allows players flexibility in how they can use every character.

This approach is accomplished by focusing champion design on core elements, such as Ekko’s ability to manipulate time to turn the tide in his favor.

Using this idea, Ekko can create afterimages when using certain moves, which he can then rewind to any point for a small amount of time. This gives him a powerful way to combine combos, escape situations that can often involve overloading, and more.

He also has his classic Timewinder grenade, which can be thrown from a distance and will slow his opponent’s movements for a few seconds on contact.

Overall, this kit represents the developer’s approach to Project L, which is to give each skill a “key role”, while still providing players with multiple ways to use the tools. That move serves as a utility in other ways, not the main one.

To wrap up the talk about Project L’s background, the Cannon brothers went into more detail about the game’s netcode and the general online areas where Riot and the team are making “big investments.”

Using last year and the shift in online competitions within the FGC as an example, Cannon confirmed that Project L’s online infrastructure has been designed from the ground up for online play to provide a model near-perfect simulation of offline play in every respect.

Not only are the Cannon brothers experts in the field, having developed the GGPO netcode recovery program in the past, but Project L is also taking key elements from other Riot titles and will use Riot Direct, Riot’s intranet service, to connect players directly and minimize latency.

Also, if your opponent’s internet is dropping frames or crashing, this method will only impact them, while allowing your game to continue to run as smoothly as possible under those conditions. . This monitoring method will also help reduce quit tantrums as it will have the ability to identify who has left the hallway, name the final winner and hit the quitter with a sequenced punishment.

“We are taking the net game very seriously for Project L,” Tony Cannon speak. “That’s the main way we test the game internally, and we’re working every day to make sure it’s in top shape for the final release.”

To wrap up the presentation, Tom once again reiterates that the game is still in the early stages of R&D, meaning fans will likely have to wait a little longer until the game is real. ready for testing in alpha or beta version.

However, the Project L team won’t be “dark” on the media after this update, and will instead try to keep fans updated when the developers have important news to share. Project L developers share first insight into Riot’s upcoming ‘support-based’ fighting game


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