>>25290425I was pretty much kicked off for complaining about the design changes, and complaining that not enough effort was put into making it like Smash.
At one point I was told by one of the programmers or artist (I am too lazy to dig through my Skype logs) that they weren't interested in the Smash hardcore crowd and stated they were outright not interested in the Smash competitive crowd at all (calling them whiny babies).
I was in charge of training and leading several animators to help get designs for RD's animations done that I had helped plan out. We got pretty far, but I began realizing at some point that I had no damn control over the moves I was not directing. This also meant that shit was repeated, like there were two different special fall animations.
I lost my patience because despite designing moves, I had no idea how they planned to make this game feel like, and stubbornly I began to demand that they give me a clear idea as to what I was making or I would quit.
I began to notice as well other issues, there was a demand to put in items rather than put in basic character animations, items that the team had no idea how the characters would hold as they never anticipated how that would work (they would just float on the character's back).
I also realized that animations I had planned and made (for some) such as TECHING and SIDESTEPPING were NOT overlooked, they were not designed to be in. I asked why they weren't in and I was told that's because the game isn't a Smash clone. I asked how the game was supposed to play like and I was pretty much told Smash, but not Smash.
I'm not even exaggerating, I don't know how this game played like aside from an early tech demo.