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Toxico 4236th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):What do you want in a new fighting game" , posted Tue 27 Jun 10:54
quote: yeah a lot better
Some special pointers that I have gotten from my experiences....
If the game is to be played standlone, you'll have to make a somewhat interesting, involving and replayable storyline mode.
Bonus games have been missing in games for many years, I'm sure fans will be glad to some if possible.
If you are thinking of doing a versus play possible, online gaming is a must, and you won't be having a server for it...
The least generic the gameplay and the desing are the better the game stands out for the player as 'memorable game' or 'something to catch up'.
While people never really want a 100% difficult game to play they will surely thank you if you put up some characters that are really hard to use.
In my humble opinion, a fighting game has never, and I mean never have acomplished what I call the "capacity value", which is mainly something about the one who works out more, who practices more, who knows more and is better should have the advantage; that means that complicated characters should be really complicated, but stronger than a basic one.
Complicated characters are mainly characters where you have to calculate timming, distance, height and you have to deal several options everytime you want to do something; a complicated character takes from 3 to 6 months learn and years to master.
A good game and a fun game with good players is ALWAYS an offensive/attack beased game, attack should never be something like a "routine", should always be spontaneous and clever, defending should never be "perfect", a fighting between two offensive players is a face off; a fight where someone is running away/turtling is like a chicken hunt.
Well... that's the basis, I won't spill out more, after all I'm aimmng to do a game myself before I bite the sand bag.
See??? He is a God...
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Gojira 2007th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):What do you want in a new fighting game" , posted Tue 27 Jun 18:32
quote: Im trying to make a fighting game with my peeps from my martial art school. But i want to make it different from kof and sf games...What do want to see in fighting games.
Sorry, I have ideas but I'm afraid that whenever someone asks for them in this way they just want to steal them. You can have the crappy ones though, I don't care what happens to these.
* multiple chain recoveries, depending on how well-timed they were. Like if the timing for a 3-hit chain is off by 2 and 3 frames, the recovery is the standard 2-frame plus 2 plus 3 = 7-frame recovery. Recoveries can be cancelled with a special move but only a very punishable one * have a character that uses a form of bone technique that seals the opponent's movements, so if it's an arm technique, the punch button will only do a special kind of punch with long recovery, or if it's a leg technique, they can't jump or dash for 15 seconds * no super meter. Specials take special bar, supers take 5-10% life until life is 1%. Then have a special finishing attack that can only be done when both characters are at 1%. Like make it blow their shirt off or something * have a guard meter but also special tick damage. However no cheese wins with tick damage, instead it will bring the guard meter down to zero and one must first break the guard to win * hide button. It turns you invisible. You're completely vulnerable, you can't move, you can't attack, you're just invisible. If the opponent isn't paying attention or you manage to use screen effects to your advantage you can get the opponent to attack dead air thinking you are there, then you pop out of hiding and get a free hit
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Ikari Loona 139th Post
Regular Customer
| "Re(8):What do you want in a new fighting game" , posted Wed 28 Jun 06:51
If the game is going to have projectiles, make sure every character has a way to avoid them - practically all of SNK's major games/series had ways to handle this issue, and IMO the lack of something like that was one of SvC's major problems.
My personal favorite method was AoF's, where by using projectiles (or other specials) you compromised your ability to keep using them further, and unabled you to used supers unless you took the time to recharge your power bar - I personally always found it kinda silly that in so many games since SSF2T using a lot of fireballs in a fight eventually allowed to to then use a more powerful one, when the character probably should have been rather drained after all the previous effort.
if you're making a character complex and technical, at least make sure it's worth it - Gen was given the ability to switch between 2 fighting styles in SFA2, but apparently he turned out to be the lowest tier in the game.
Instead of letting the game decide who the main character's supposed to be (and by extension which will be the most often used until the lgitches, infinites and whatnot get found) by having the character select screen cursor over him/her, have the thing start on the random character select slot, so either the character gets selected randomly by the computer, or the players are forced to choose someone that wont be always pointed out to them by default.
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Korigama 107th Post
Regular Customer
| "Re(1):What do you want in a new fighting game" , posted Mon 3 Jul 20:41
In regards to how I do things...
-My approach to designing female characters: aesthetically pleasing, but cool at the same time. Interestingly enough, though, a good number of them manage this despite being mostly covered up (there's always the option of alternates for the sake of additional fan service, after all).
-In regards to the process of character design, I tend to stay far away from stereotypes, however, the style of my cast mainly inspired by SNK (not so much SNKP, more like KoF up until '00) rather than Capcom or Arc.
-Have a lead character, but try not to make them too cliched (be it from either a design, gameplay or backstory standpoint). A rival wouldn't necessarily be a requirement.
-Whether doing the character designs alone or being assisted by others, having a varied cast while narrowing the focus will be vital to creating a cohesive vision (if your designs suggest Garou while the other guy's skew toward MK, there's a problem).
-Story, story...have one. Seriously, while it's not the most important factor, there has to be some form of motivation to keep players interested, something to help them become attached to the cast beyond the game itself (which can make your franchise even more profitable). So while you're still writing a design document, you want to more or less be writing a novel as well so as to help others get a feel for what you see.
-Make the game have style. It has to look cool, sound cool, and feel cool. Cast, soundtrack, locales, overall presentation, it all has to stand out (not in an overtly garish way, however).
-Be sure to vary the backgrounds. Crowds observing and reacting to the fight aren't of the utmost necessity (but you can include them here and there anyway), and in many cases, stages where everyone goes about their own business can work even better. Regardless, see to it that the settings are both detailed and inspiring.
-Try to avoid any unknown factors related to environmental damage (as in getting hit out of nowhere). It could be amusing at first, but the novelty will wear off pretty quickly.
-Make sure to decide between going with something that would please arcade goers or fans of innovation. If you choose something that's more arcadey, then decide whether it would be more traditional vs. (SF, KoF) or more chaotic (GG, MvC). If going with traditional, I'd recommend not including air teching, as it really messes up the flow (especially if juggling is a factor). If considering something like parrying/just defend, you might want to consider limiting it to only one or two characters. Avoid including more than one "groove" (some people like that, but many wouldn't appreciate it, not to mention it only creates more balancing issues). As far as innovation goes in that type of fighter, breaking the mold isn't necessary, but coming up with a relatively new way of doing something already present in a way that hasn't been seen before should be enough (whatever it may be, it will be necessary to make players consider your fighter over other options).
-A functional, in-depth tutorial would also help. At the same time, however, it'll have to be fun for players to learn the basics. They won't be interested in bothering if they find it grating or boring, after all. Perhaps having one of the female cast members guide players through it, with voice overs accompanying the sections?
-Definitely consider online play. You could consider occasionally uploading various gameplay vids to motivate players as well.
-Choose your publisher wisely. It would probably be better to go with one of the major Japanese corporations than anyone else (much more likely to get international exposure for your work this way).
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