Project L developers share first in-depth look at Riot’s upcoming ‘assistance-based’ fighting game
Riot Games has kept a secret on its unnamed fighting game, Project L, which has been in development for several years. However, production of the game appears to be heating up, with figureheads in the Fighting Game Community (FGC), Evo Championship founders, and project managers L Tom and Tony Cannon ready to ‘reintroduce’ the game to fans.
Originally revealed at Evo 2019, Project L is still “too far away” for an official release date, but the team is ready to share more gameplay and a preview of how they’re building the game in. as an assistance-based 2D fighter.
Players will control two different World Champions of Runeterra, using familiar but unique identification and assist mechanics to add more layers to a player’s fighting game fundamentals and quick decision making. The goal of main combat is to provide a solid foundation for players, adding gameplay mechanics that will allow fans to dictate their creativity in combat.
To accompany this approach, Project L will “adopt” a style of control that is easy to pick up and learn, but has enough depth to provide dedicated players with many layers to break down and master.
âOne of the pleasures of fighting games is seeing the best players move and fight in an inspiring way that is distinct from less skilled players,â Tom Cannon noted. âWe want to set this ambitious summit and build an ever-increasing difficulty curve to get you there. ”
Or, as Canon put it in simpler terms, âIt’s not about creating a game where new players have a chance to beat the pros. It’s about unleashing fun at all skill levels.
Part of what goes into designing a champion for the title takes their iconic moves and abilities to League of Legends and other media and then strive to fit that in its core into a fighting game. For Project L, that also means designing them in a way that gives players flexibility in how they can use each character.
This approach is accomplished by centering a champion’s design on core elements, such as Ekko’s ability to manipulate time to turn a situation to his advantage.
Using this idea, Ekko can create afterimages when using certain movements, which he can then return to at any time over a small window of time. This gives her a powerful way to mix up combos, get out of situations that might normally involve overengaging, and more.
He also has his classic Timewinder Grenade, which can be thrown from a distance and will slow opponents’ movements for a few seconds upon contact.
Overall, this kit demonstrates the developer’s approach to Project L of giving each ability a âlead role,â while giving players plenty of ways to use those moves as utilities in other ways that they don’t. main.
To wrap up the talk on the founding of Project L, the Cannon brothers went into more detail into the game’s netcode and general online areas, where Riot and the team are “investing big.”
Using last year and the change to online competitions in the FGC as an example, Cannon confirmed that Project L’s online infrastructure was designed from the ground up to make online play a near-perfect emulation of the game. offline in all aspects.
Not only are the Cannon Brothers experts in this field, having developed the GGPO restore netcode program in the past, but Project L is also picking up key elements from other Riot titles and will use Riot Direct, Riot’s internal network service, to directly connect players and minimize latency.
Additionally, if your opponent’s internet is losing frames or having issues, this method will only impact them, while still allowing your game to continue to run as smoothly as possible under these conditions. This surveillance method will also seek to minimize rabies dropout since it will have the ability to determine who left the lobby, name a definitive winner, and hit the outgoing with a penalty in sequence.
“We take netplay very seriously for Project L”, Tony Cannon noted. âIt’s the primary way we test the game internally and we work every day to make sure it’s in top shape for eventual release. ”
To wrap up the presentation, Tom reiterated once again that the game is still in the early stages of R&D, meaning fans will likely have to wait a bit longer until the game is actually ready to be tested in one. alpha or beta instance.
However, the Project L team will not be “shutting down” on communication after this update, and instead will focus on keeping fans in the loop when the developers have big news to share.