Looking at the points discussed, I seem to have forgotten that my plan is to have the player fighting multiple characters instead of the usual 1x1 bout.
I have to disagree with the thought that if a certain game formula has worked all games of that type should repeat it as new gameplay wouldn't have been developed with this way of thinking. In the light of this, there are various ways of creating fighters and the SF series, KOF, etc , can't be seen as the perfect approach.
The improvements/problems mentioned would be better controls for example, health system, more integratation between the movements and so on.
My main inspirational source lately for the game are The Street Fighter movies(not the animation, the ones with Sonny Chiba)
"> A part of The Street Fighter.
EDIT: Changed hyperlink.
2D Fighting Game - Suggestions
Quote:Original post by Alpha NoxOK, that changes everything.
Looking at the points discussed, I seem to have forgotten that my plan is to have the player fighting multiple characters instead of the usual 1x1 bout.
Is it still a fighting game (intended for multiplayer; enemies as strong as you) like Smash or Guilty Gear Isuka, or a beat'em up (intended for single player or co-op multiplayer; enemies more one-dimensional than you) like God Hand or Ninja Gaiden?
Quote:Original post by Stroppy KatamariQuote:Original post by Alpha NoxOK, that changes everything.
Looking at the points discussed, I seem to have forgotten that my plan is to have the player fighting multiple characters instead of the usual 1x1 bout.
Is it still a fighting game (intended for multiplayer; enemies as strong as you) like Smash or Guilty Gear Isuka, or a beat'em up (intended for single player or co-op multiplayer; enemies more one-dimensional than you) like God Hand or Ninja Gaiden?
The best definition would be a beat'em up game with fighting games' control variety.
Quote:Original post by Alpha Nox"> A part of The Street Fighter.
My main inspirational source lately for the game are The Street Fighter movies(not the animation, the ones with Sonny Chiba)
EDIT: Changed hyperlink.
You should have the enemy AI like the one guy in the dark blue suit at the 36 second mark of that video...
I'm trying to figure out if he was dancing or having a seizure. He sure as heck wasn't attempting to fight. :p (what's with that weird wiggle move right near the end? haha)
I remember a little applet or a destop programm where you had this little stick-figure which you could wriggle around, basically you where holding a certain joint from the figures skeleton with the mouse and the figure reacted to dragging.
If you build on this principle you could make a fighting interface from that.
Example:
two joints control system
joint1:
mouse movement ---> you switch between joints
mouse movement + left click ---> you drag joint1, joint 2 stays stationary(if not moved by movement keys)
mouse movement + right click ---> you drag joint1, body behaves compressable,
joint 2 stays stationary
mouse movement + double click ---> like left click however joint 2 movements are not added to joint 1 any longer (see below)
joint2:
movement keys ---> you move joint 2 the same moevment are applied to joint 1
so basically you move around, run and jump.
you switch between joints
movement keys + space ---> you switch between joints,
note1: joint 2 is also your center of gravity so using a higher joint leads to easier loss of balance, on the other hand this is also how backflips are performed or how you manage to stand on your hands.
note2: If drag speed is limited compressability could be used for charging,the elastic force would add to the drag speed such allowing faster punches and kicks
note3: As for damage calculation it depends on which joints are hit , certain joints like the hand joints would suffer no damage when hit which enables blocking
note4: their could also be options/switchbars to change the style of movement,
the way the body behaves when dragged, for example how "stiff" is the body or certain joints, meaning how much of the dragforce is aplied to rotation and how much to translation of the adjacent joints.
If you build on this principle you could make a fighting interface from that.
Example:
two joints control system
joint1:
mouse movement ---> you switch between joints
mouse movement + left click ---> you drag joint1, joint 2 stays stationary(if not moved by movement keys)
mouse movement + right click ---> you drag joint1, body behaves compressable,
joint 2 stays stationary
mouse movement + double click ---> like left click however joint 2 movements are not added to joint 1 any longer (see below)
joint2:
movement keys ---> you move joint 2 the same moevment are applied to joint 1
so basically you move around, run and jump.
you switch between joints
movement keys + space ---> you switch between joints,
note1: joint 2 is also your center of gravity so using a higher joint leads to easier loss of balance, on the other hand this is also how backflips are performed or how you manage to stand on your hands.
note2: If drag speed is limited compressability could be used for charging,the elastic force would add to the drag speed such allowing faster punches and kicks
note3: As for damage calculation it depends on which joints are hit , certain joints like the hand joints would suffer no damage when hit which enables blocking
note4: their could also be options/switchbars to change the style of movement,
the way the body behaves when dragged, for example how "stiff" is the body or certain joints, meaning how much of the dragforce is aplied to rotation and how much to translation of the adjacent joints.
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