Fighting Game Ideas

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6 comments, last by BlazeBongripper 20 years, 6 months ago
S''up everybody? I was wondering if anybody had some good ideas for a fighting game. I''m not making one or anything, but I feel as though it''s a genre that has stagnated a little more then others. Not to say there hasn''t been any inavations, just not as much as other types of games. Here''s one of mine: More Reactive Enviroments What''s one thing that all quality fight scene corieography has in common now a days? The enviroment''s involved. Look at Jacky Chan movies. I think this makes movie fight scene much more interesting. So why not include it into a game. Imagine a bar-room stage. A player gets knocked into the air, landing on a table. The table breaks in a half, and the other player grabs a leg as a melee weapon. The knocked down player rolls across the ground jumps up on the bar, grabs a bottle and throughs it at the table leg wielder. Then jumps off the bar swings from a hanging light landing a kick square to the chest. The leg wielder is knocked through the window and out into the street (DoA style). That''s just an example, but more reactive enviroments could provide better replay. Greater varations could be experienced within a stage. I know some games have this kind of thing (DoA, Power Gems or whatever it was called for the DreamCast), but not to the extent I''m talking about. Willing to die For everything that we build The Battleground we call turf Where haters come to be killed
Willing to dieFor everything that we buildThe Battleground we call turfWhere haters come to be killed
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I''ve wondered if it would be possible to have a relatively large multiplayer fighting game, perhaps on the scale of UT games with 32-128 players logged on, and able to pull off combos by working together. I pursued the idea for a while, but some of the things that came out of it were so lame as to be worthless.

ld
No Excuses
one thing i would like to see in a fighting game is a correlation between health and performance so that fights are more realistic. players would fight better with more health and worse with less health. of course this makes it harder for a player to come back from behind, so there could be an adrenaline level or something that makes up for lost health with a burst of energy.
ill find me a soapbox where i can shout it
I would like to see alot more strategy like fighting games, not just button mashing or once you get good repeating the same button combo over and over. I think we should look at making fighting games more realistic, like if you were in a sword fight you would not just throw out all you can in a short period of time in a uncontrolled fashion. I dont like when you impale your enemy with a spear, lift him over you head, twirl him a couple times, then slam him on the ground. It should be all about technique. An another thing is that at least in the ones ive played it doesnt matter if your weapon comes in contact with the other persons, because it will just go through it. I think it should be all realistic moves, and the weapons should collide so that its hard to hit your enemy if they are good, Realistic damage and status things if say your arm gets hit. It should be as much like real combat as possible. And it would be nice to see career like modes where you can improve your skills with training, get new weapons, have different types of weapons with diffent styles of fighting. So to summarise more real, as real as possible.

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"I am durk , so what=,ad some one pst porn for sn hour an nobody cred1'' LnodWiep "
" ''msinwe I amjust dcours? "
" i am dnk! bsiness meetng love you skll! mustsmdrd! MndWkpe "
The drunken words of mindwipe
--------------------------http://www.gamedev.net/community/forums/icons/icon51.gif ... Hammer time
So realistic = fun?

I''d be careful when thinking about this one. Some of the best fighting games in the world are completely unrealistic in comparison to some of the "realistic ideas" presented here. I believe that the first priority of a game is to be fun . If gamers want a real fight, they can track down some punk and try to beat him down. With some martial arts training, you might even win. =)

Over the centuries, mankind has tried many ways of combating the forces of evil...prayer,
fasting, good works and so on. Up until Doom, no one seemed to have thought about the
double-barrel shotgun. Eat leaden death, demon...
-- Terry Pratchett
Over the centuries, mankind has tried many ways of combating the forces of evil...prayer,fasting, good works and so on. Up until Doom, no one seemed to have thought about thedouble-barrel shotgun. Eat leaden death, demon... -- Terry Pratchett
I''m split on the realism thing. A REAL street fight usually lasts a minute or so, and less then ten blows are thrown between both people. That''s with untrained fighters, but I haven''t fought many formally trained fighters or seen any brawl outside compentition. I don''t think they''d last much longer.
Real fights lack the stuff that makes fighting games fun. I''ve fought a lot and seen a a lot, but never have I seen a 48 hit combo.
I guess you could have a fighting simulation. With fighters who react to damage more realisticly (Fall to the ground sucking wind when taking a hit to the solar plexus, or become temporarily knocked-out when hit in the breakial artery), have moves the cripple (Arm bars that could snap an arm and stomps to break legs). I realistic game would cause more strategy and thought be involved, because one slip could make you lose quick.
Willing to dieFor everything that we buildThe Battleground we call turfWhere haters come to be killed
For my upcoming Side Scroller, Im using a slightly deep system. It includes two main modes of play: Normal and Melee. Normal mode is your average side scroller, with a Health and Stamina Bar. Regular moves and combos can be performed.

Then, with a touch of a button, a player will be able to instantly enter Melee mode (Shown visually by energy sprites surging through the character). Melee mode attacks are the same as Normal Mode, but with added hit sparks and additional damage. However, several new "power surge" moves are avaliable in Melee Mode.

Melee Mode is gauged via a Power Surge Energy Bar. Every second in Melee Mode ticks down your Energy, however your stamina bar increases. Vice Versa for Normal Mode. The real draw is that players will be able to perform a large variety of different combos by switching back and forth between Melee and Normal mode.

A Full Design Doc with further details can be found at my site, www.trinity-crisis.com. Basically, Im aiming for a large amount of replay value, thus is why I designed the Melee mode system to meet that goal.
I was thinking more a not hand to hand combat game, and ive seen way to many of those games where you just mash buttons, and it doesnt matter to you at all what the other player is doing. It doesnt matter where they are holding their weapon because yours will go right through it, and the complexity of the moves is longer button combo = more damage. I guess there is some strategy involved in fighting games but not near as much as their should be. You should have to anticipate your opponents moves and react to it in the best way you can, you should have to use a fine balance of offense and defense. Instead of having 4 regular swings and 10 combos or somthing have lots of different regular moves that all are useful in different situations, and a few more complex ones that you can string together, say one button makes you roll and the other makes you do upper cut typed swing, well if you put those together you do a roll with a upper cut from the ground. This ways its not just about how fast you can throw out combos but actually about strategizing and creating interesting moves.

__________________________________________________________________________________________
"I am durk , so what=,ad some one pst porn for sn hour an nobody cred1'' LnodWiep "
" ''msinwe I amjust dcours? "
" i am dnk! bsiness meetng love you skll! mustsmdrd! MndWkpe "
The drunken words of mindwipe
--------------------------http://www.gamedev.net/community/forums/icons/icon51.gif ... Hammer time

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