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It is the year 19XX. Retro city is locked in the grip of a crimewave, shrouded in the shadow of the mysterious Dr. Bip. Players must choose Chuck, Cynthia or Johnny and fight hand-to-hand on their own or with a partner through 8 action-packed levels full of dangerous thugs, crazed adversaries, Dr Bip's personal army, and even taking on Dr Bip himself in an attempt to restore peace, order and justice to the city. Street Fist 2 is a classic retro style beat-em-up, which pays homage to the side scrolling greats of the 90's. Choose from 3 characters, and take to the streets to defeat the evil Dr Bip.

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Production Update

News

Hi everyone! It's been a while since we've done any major project updates, so i'm going to do a big one here to catch everyone up on our progress! I've broken it up into different headings, so I'll just jump into it.

Environments/Levels:

Mark and Rhys, our two environment artists have been working away on our levels, and they've made some fantastic progress. We are about 90% finished on the first 6 levels, and about 70% finished on the final 2 levels, which are going through their first polish passes as we speak.

Screenshot 5

This is a quick shot of the first section of level 3, mostly polished, lit, and in engine after the graffiti pass. This is pretty much it when it comes to our art target.

Characters:

We've made massive progress on characters in the last month, going from 5 characters completed (modeled, textured, rigged, animated and rendered), to 24 modeled and textured, with variations of each, ready to move on to rigging and animation.

We are taking a modular approach to our characters, allowing us to mix and match clothing, accessories, hairstyles and heads. We are doing this to avoid too much repetition with characters, and allow us a little bit more freedom beyond the traditional hue-shift approach.

Gameplay:

Gameplay is coming along well, with most of our basic combat system in place, bar a few key features. George, our resident wizard, is currently working on getting our level flow and level transitions in place, so we can start play testing a full session, as opposed to individual levels. After that, later this week, he will be implementing grabs and throws, weapons, and finally the individual level hazards.

We did a few playtest sessions with students at our local university a couple of weeks back, as well as allowing the public to get their hands on the first level at the Wales Game Development Show, and we identified a few key problems regarding collisions and enemy path finding which took us back to the drawing board. Each level has since had a complete overhaul on how we are organising our collisions and nav meshes, but the game is definitely better for it. We had some frustrating issues where the enemies could wedge themselves into areas the player couldn't reach, but that seems to have been solved.

Sound/Music:

We have a great artist working on our music for us. His name is Virtual Man, and his stuff in down right amazing. He's captured the feel we are after perfectly and i can't big him up enough. Check out his sound cloud HERE. He is doing the music for all 8 levels, the boss music, game over music, level complete, intro, character select, main theme, everything. It's all coming along great and i love his sound. Virtual man


Sound effects is a little different, as we are mostly trying to do it ourselves in the office. We set up a small "sound booth" and proceeded to scream and grunt into it ourselves for a couple of hours to get the characters voices. I reckon the office next door must have been pretty close to calling the police.

The booth


About as indie as you can get.

General:

Things are going well. The deadline is creeping closer and closer, and i remember weeks lasting a lot longer than they currently are, but we are getting there. We've started talks with [REDACTED] about launching Street Fist 2 on their platform early next year, after our Steam release, which is very very exciting, and i hope i will be able to make a full announcement about that very soon. Anyway, thanks for reading my musings, and i hope you are all as excited about Street Fist 2 as I am. In the meantime, why not read the Street Fist Comic!

Cheers,

J

Street Fist 2 passes Greenlight

Street Fist 2 passes Greenlight

News

Street Fist 2 has successfully made it through Steams Greenlight service.

Street Fist Comics

Street Fist Comics

News

The first 2 pages of Street Fist Comics have been released

Street Fist 2 is on Steam Greenlight

Street Fist 2 is on Steam Greenlight

News 3 comments

Street Fist 2 has just gone live on Steam Greenlight.

Comments
TheRobotMoon
TheRobotMoon

Excuse me, is this game still being Developed?

Reply Good karma Bad karma+1 vote
DarkBloodbane
DarkBloodbane

Another person posting this game here:

Gamejolt.com

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DarkBloodbane
DarkBloodbane

Umm... I saw this game on Gamejolt:

Gamejolt.com

however, is that game legit?

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INtense! Staff
INtense!

looking great!

Reply Good karma+2 votes
Guest
Guest

hey how to download this i canot found the download

Reply Good karma Bad karma0 votes
XDStudios Creator
XDStudios

The game isn't available yet buddy! Keep an eye, it will be available later this year.

Reply Good karma+1 vote
XDStudios Creator
XDStudios

Cheers!

Reply Good karma+1 vote
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Street Fist 2
Platforms
Windows, Mac, Linux
Creator
XDStudios
Engine
Unity
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Streetfist2.com
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Arcade
Theme
Fighter
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Single & Co-op
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Indie
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Latest tweets from @xdstudios

LIVE on #Periscope: Mark being secretly filmed Pscp.tv

Oct 14 2015

This is our talented composer's soundcloud. He is doing all of the music for #StreetFist2! Soundcloud.com #indiedev #retrogaming

Sep 4 2015

You kick albino dogs to death in an effort to get buff. #ClassicGamesDescribedBadly

Aug 26 2015

Check out our quick preview of some of Paprikas attacks in #StreetFist2! #indiedev #retrogaming #animation Youtube.com

Aug 26 2015

Check out #StreetFist2 on IndieDB! Coming soon. Indiedb.com #gaming #indiedev #gamedev #retrogaming

Aug 17 2015

These are amazing! Would love a set for the office. T.co

Jul 28 2015

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