Control shceme for a console fighting game
Should it be similar to Tekken, Dead or Alive or maybe even Virtua Fighter? Me I prefer Tekken and/or DOA, but i''m trying to come up with an original concept not seen before.
First off, it seems to me you''d get much better responses for this in the Game Design forum. Most people probably won''t even notice it here. But rather than leaving it at that, I''ll try to answer your question too.
First off, you''re trying to be original and do something people haven''t seen before, by your own admission. Then no, whatever system you come up with should not be similar to Tekken, DoA, or Virtua Fighter. If it is similar to any of these, you haven''t met your goal, have you? Don''t try to think in terms of other games. Just try to think in terms of what you think would work best for what you''re trying to accomplish. What kind of fights do you want? Should it be possible for one hit kills, like in Bushido Blade, or no? Work things out that way. Decide what you want, and decide what would be the best way to put that into gameplay.
If you really, really have no option but to derive things from another game, the best fighting game in my opinion is still Soul Calibur.
-Arek the Absolute
First off, you''re trying to be original and do something people haven''t seen before, by your own admission. Then no, whatever system you come up with should not be similar to Tekken, DoA, or Virtua Fighter. If it is similar to any of these, you haven''t met your goal, have you? Don''t try to think in terms of other games. Just try to think in terms of what you think would work best for what you''re trying to accomplish. What kind of fights do you want? Should it be possible for one hit kills, like in Bushido Blade, or no? Work things out that way. Decide what you want, and decide what would be the best way to put that into gameplay.
If you really, really have no option but to derive things from another game, the best fighting game in my opinion is still Soul Calibur.
-Arek the Absolute
If you''re coming up short on creativity, look to SSBM. They basically took out some of the more *annoying* (for lack of a better word) aspects of most fighters (limiting yourself to predefined combos and bending your fingers into ungodly configurations) and adding unique elements like deteriorating shields, the famous double jumps, ledge grabbing, and an entirely different scoring system. Suddenly you think more about how to dodge your opponents next move while still guarding yourself from attack and opening up positions for your own attacks rather than mechanically deciding when to press and release the block button or remembering how many times to press kick for the ultra-mega attack of doom.
I''m not suggesting that you copy its design either. But in coming up with the design for a fighter, it couldn''t hurt to see what makes it such an effective system.
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And the Phoenix shall rise from the ashes...
--Thunder_Hawk -- ¦þ
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I''m not suggesting that you copy its design either. But in coming up with the design for a fighter, it couldn''t hurt to see what makes it such an effective system.
_____________________________
And the Phoenix shall rise from the ashes...
--Thunder_Hawk -- ¦þ
______________________________
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