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Doctor Finitevus (Archie Comic)

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It's been more than a year since i started working on this character addon, with main obstacle being making actual sprites for him, which still is. So i decided to share a glimpse on what might or might not see its light. You might've seen some rare gifs and a pair of video clips in discord.

Doctor Finitevus, a villain character from Archie Comic, a "photo-negative" of Knuckles which might or might not be taking inspiration from both Dr.Zachary of Fleetway Comic and **********(Wechinda) glitch from Knuckles' Chaotix, one of few characters who actually don't belong to K** *****rs case of copyrights but got canned anyway. With his abilities to control hexes, chaos powers and teleportation utilizing warp rings he might trivialize game, however it is handicaped by his rather slow run speed.

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An attempt to make something out based on CSS and credits art of vanilla cast. But i'd rather make a different pose.
Teleportation? Well instead of plain teleport of character itself i thought that it could be really fun to let others warp along too, and that leads to his main gimmick, which revolves around ability to create a pair of Warp Rings connected to each other so you can teleport between them, with one emerging near him and another at some distance which can be used to bypass walls. Checking for empty space without risking of warping into map controller triangles was a bit hard to figure out.
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Distance at which you create second ring is regulated with mouse wheel

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If you don't move anywhere during aim, you'll create Warp Rings at close range - one bellow you
and another will bypass height restrictions, allowing you to instantly get over heights.

Obviously i took an inspiration from Portal series too and decided to expand this ability even further. In addition to simply warping, there are an option to switch gravity behavior when you emerge out of ring. So by pressing Custom 2 its possible to make it affect Z momentum in many ways, either relative to current gravity or set it to always throw you up or down no matter how you approach it, or just... let it act as teleporter. Did i mention that it can teleport other objects too? Dodge projectiles with style and throw badniks into pits to their demise!

With ability like that its already established that he can beat pretty much any level, even bypassing some parts of them. But what about bosses? For situations where brute force is the only option he have some tricks up his rings-covered sleeves.
Comics were a bit scarce on that topic so i took a bit of creative liberty to make up for that with Enerjak as refference.

First off his ground-Spin abilities
If you hold a button you begin to charge energy meter, and depending on whether you held it till fully charged or not you release one of two attacks

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Uncharged variant - Thunder Arrows, which are a good option for close range, when you need to dispatch of single enemy or break a monitor box quickly.
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When fully charged - Finitevus releases Chaos Orb that homes into nearby enemies and monitors, which hits up to 4 times before it losses its power.
If there are no targets (or in case of bosses if they are in pain state) orb rapidly losses its power till it finds valid target.
To balance this out it drains 5 rings, and if you have less than that it takes much longer to charge.

Since he was designed to be some sort of Knuckles' counter-part (excluding multiple Anti-Knuckles-es and clones), i decided to reflect this in Jump+Spin ability, which is a glide, but in comparsion to red guy his glide is fast, more reliant on camera, but also falls at more rapid speed. However it didn't connect well with his Warp Rings so on top of that he recieved "pre-glide" state, which is a slight double jump that proved usefull for placing Warp Rings in front of Finitevus midair and dive into them without loosing much height.
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Double Jump proves to be too good on its own, but you have to deal with the rest of stage somehow when you're out of Warp Rings and not much of a runner.
And no - you can't climb walls, you're not Knuckles.

To balance out some crazy combinations i made it that you can't use warp rings after glide, but idea of falling into pit or teleporting into a place without way out when you run out of charges bugged me, so i gave him ability to recall warp rings earlier by pressing Tossflag to refund some charge back and another ability that can be activated at cost of 10 rings by pressing Custom 1...

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Falling into pit? Stuck somewhere? Roll it back without losing a life.

This resulted into character that relies on rings. Well he do manipulate rings already so why not take it even further. He starts any stage with additional 25 rings, but when damaged he losses 25 rings, however those don't burst out like any regular character have. This comes at cost of not being able to aquire and utilize shields, since those are converted into rings instantly.

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Just like when he drained Chaos Knuckles out of his power... wait, does that mean shields are powered with chaos powers?
Err... gamplay conventionality!

I guess that summs up everything i have for now. Not sure if i'll be able to handle it on my own, notably character sprites. Not much of an artist myself, it takes too much time (It was at rate of 1 frame per day before i lost patience and moved on imrpoving code i made)

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Memes about first character addon being a Sonic recolor. How about Knuckles edit instead?
Attempt to capture that texture of pitch-black cape by shading it different way.

There are also Battle support but i'll drop info on it some time later (although if you're already in respective server you might've saw all that).
 
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While vanilla gameplay covers his ability to control chaos powers and utilize warp rings, his mastery over hexes and mind manipulation remained unfolded. There's not much room to make something usefull for vanilla gameplay that can cover these traits, so instead i implemented that in multiplayer-oriented Battlemod addon.

By loading Finitevus along with Battlemod he aquires a set of new abilities:


Ground BM ability - Confusion Hex. Costs 15 rings. 7 seconds cooldown (if missed)

After a brief preparation Finitevus projects forward a wave projectile, which disappears after some time or when it collides with enemy. If projectile connects with enemy, Finitevus takes control over their camera and battle abilities (including parry).
While hex is in effect Finitevus can force enemy to use their main battle abilities with decreased cooldown. That allows him to drain enemy out of rings by spamming it, or force them to use air dodge\parry and take advantage when they are in vulnerable state.



Air BM ability - Rings Entropy. Costs 30 rings. 13 seconds cooldown (if successfully used)
Finitevus freezes in air and charge a powerful curse for 3,5 seconds then unleashes it pushing away all enemy players nearby, applying curse mark on them that lasts 10-11 seconds.
When enemy is affected by that ability they can't pick up any rings (excluding ring boxes) and their current rings are drained at rate of 3 rings per second. This ability cannot be blocked, but can be air dodged with right timing.

Both abilities are available only if you can afford their cost.

For purposes of this addon, his other abilities will be rebalanced a bit.
When Battlemod is loaded Finitevus starts with 1 charge of Warp Ring compared to 3 in vanilla (however he can still gain 1 charge per minute up to 3).

Moreover he cannot charge Chaos Orb if there already exists one, and it deals damage only if enemies have no rings and in tumble state, otherwise it drains 10 rings and puts them into short tumble state instead.


Take a note of rings amount on top of screen near each player icon
All that forms his main gimmick in Battlemod focused around draining enemy rings, so that you can finish them off with Thunder Arrows at close range, keep them at distance with Chaos Orb or throw them into pit with Warp Rings without ability to recover.

There are more interactions and balance changes planned for Battlemod specifically (custom parry\dodge and Warp Rings interaction against enemies), but thats about it for now.
 
Well, it'll take some time before i'll be able to make it in somewhat playable state.

Before i throw him in public beta test i want to finish following stuff:
  • some placeholdery anims for custom actions (at least 1 frame for each to indicate that move is in action)
  • startup delay before being able to release Thunder Arrows, preventing its spam (think of how Amy have one, excluding movement during it)
  • startup before glide
  • edit\change sounds of doublejump and glide
Battlemod specific
  • implement tumble on warp for Warp Rings against enemies, prevent flagrunners from using Warp Rings,
  • replace regular ringkeep with soft ringkeep (when Finitevus have more than 60 rings and takes damage, he'll always keep 25 rings on him, getting hit while having less than 25 rings still kills him)
 
Yo this seems awesome, will defo check it when it releases.
In the meantime, just try your best and if u need a tester, im ur guy(ps i live in uk so keep that in mind)
 
Gifs with each ability described are nice, but i bet you all wonder how does that all actually works in game? Is it fun at all to have a slow-moving character with homing projectile?
Here's a sample of what "regular" gameplay might look like.

 

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