An update on OpenSmash's partnership with the developers of Genso Shoujokosen: Battle Maiden

Smashhacker said: When you say that multiple characters can also share the same slot, does that mean the alt character will have a clone/different moveset from the original character (like how Crusade handles alt characters; press a button to switch from pikachu to pichu) or that the alt character is basically an alt costume to the original character? Click to expand...

Last night, the OpenSmash team and the team working on Genso Shoujokosen: Battle Maiden ultimately cut ties to each other. A few hours before, a developer of the Battle Maiden team had done some code cleanup (though broke the revival platform code) then later reverted the changes he made from the OpenSmash GitHub repo, supposedly moving it to a private repo, and declared disinterest in working alongside us. The OpenSmash team has concluded that the Battle Maiden devs were using us for our progress and actually had no interest in helping further the engine's development, either from the start or by recent decision.Discussions that occurred in the Battle Maiden group suggest that before and especially during the partnership between the teams, they were attempting to create a prototype for their own engine (that wasn't any type of fork of OpenSmash), even though they agreed to use ours. These discussions also showed that after the release of the April 30th prototype of the OpenSmash engine, we had significantly more progress than their engine prototype. Since there hadn't been progress on the engine prototype since April 30th (as we were putting more work into game planning after the prototype commit and were discussing what we needed implemented next in the engine and how it would be done), they had 2 of their developers join the OpenSmash group to optimize the code (which they pushed back onto our repo). Yesterday (a day or so after their optimizations), there were talks in the OpenSmash group about how the physics and gravity would be implemented, as well as what the formulas for things like knockback were. A few hours after we had decided on how they would be implemented, the Battle Maiden developers who had joined our group left, reverting the optimizations they had made from our prototype, but kept and reuploaded their optimized version of our prototype to a private repo. They immediately removed members of the OpenSmash team from their group as well, stating that they did not want to continue working with us due to OpenSmash also being a game (which they knew good and well from the very start, and I made that very clear that OpenSmash was going to be 2 separate things when the projects partnered with each other). That is when their true intentions became apparent to the OpenSmash team.While they did disassociate with us, they failed to keep us from having their optimized version of our engine as I had cloned it (as I do after every commit made to the repos) before it could be removed. I will have it recommitted soon. So OpenSmash and Battle Maiden are no longer being developed alongside each other.tl;dr: The developers of Battle Maiden decided to use us for our progress when they were unable to make a prototype for their own separate engine. Ultimately, the OpenSmash team and the Battle Maiden team have split.------------Multiple characters (like clones) that share the same slot are accessed like alts, but they can have completely different models, animations, movesets, and properties from the character they're sharing a slot with. However, we're planning on only doing this with full clones. Semiclones like Lucas will have different spots while full clones like Dark Pit will share slots with the character they're a clone of. A system like Zelda's/Sheik's in Brawl where you can click their portrait to switch is also planned for characters who can transform into other characters (though the only character in OpenSmash that is planned to do this is a new one that can switch into a different version of themself).