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How would you approach designing a fighter game? (Concussion Boxing 2)

Discussion in 'General' started by Sargon, Jan 22, 2014.

  1. Sargon

    Sargon Member

    I have decided to work on a sequel of my mobile game(and now also OUYA) Concussion Boxing.

    Concussion Boxing didn't even have a bit of the depth that a game such as Virtua Fighter 1 had but it was a good attempt to get my foot into developing fighting game.
    I learned a lot and I feel ready to make a more "serious" game(hence Concussion Boxing 2).

    So how would you approach into designing such a game?
    There is the visual style which I think I can handle and the gameplay itself.
    I am not sure what kind of gameplay I will make but I think a good place to start is to study other games that I like such as Virtua Fighter.

    I still don't want to make the ultimate super complex fighting game so I thought doing something along the complexity of virtua fighter 1 would be great.
    However, apart from my old Saturn I am not sure there is a proper system to run Virtua Fighter 1 on. I once played it on the PC and it was bad.
    I saw that Sega sells Virtua Fighter 2 Arcade for the XBOX so I think that is a good option although I really wanted to study Virtua Fighter 1.

    So what do you think? Should I study/play virtua fighter 2 or should I try to get my hands on Virtua Fighter 1?

    I don't want to try the newer(>2) virtua fighter games as it's really too much for what I think I need and it would take me too long to understand how it all works together with those versions.

    What general tips do you have on approaching designing such a game?

    Thanks.
     
  2. no_w_h_ere

    no_w_h_ere Well-Known Member

    XBL:
    nowhere0
    I've seen a video of it, imo a cartoon design would suit the animation better.

    In terms of gameplay just look for the classic rock-paper-scissors model maybe with a stamina managing thing.

    Human versus is what we usually prefer but for this kind of platform developping solo mode seems a better idea ( carreer mode, winning items for personnalisation etc..)
    Just my 2 cents on it ^^
     
  3. Sargon

    Sargon Member

    Hi thanks,
    Well actually human versus would be perfect for OUYA? Since you can have more than one gamepad and you can also do it over the internet.
    Yea I guess rock paper scissors is important and especially not having one dominant moves.
    And there should lots of rock paper scissors situations.
    I guess if I can't think of counter move for every move then I am doing it wrong.

    The thing is it's quite hard to achieve.

    I need to think of attacks attributes and how they work with blocking and each other.
    Like attack range, speed, damage.
    And then they all need to be balanced perfectly together with blocking, crouching and moving.

    Edit: I have made this table of possible attacks with blocking included. What do you think?
    [​IMG]
     
    Last edited: Jan 24, 2014
  4. no_w_h_ere

    no_w_h_ere Well-Known Member

    XBL:
    nowhere0
    Yes I forgot about these android consoles (I don't really know what the future of these can be though I'd like to play tobal 2 on retroarch with a pad but I don't really need a console for that^^) and was more thinking about mobile and tactile gameplay.

    I guess to implement all that ( hitboxes, recovery...) will be long and difficult ^^

    About the table there's no mid hit ? What about winning against an opponent crouching and blocking and interrupting you with crouch punch ( by whiff punishing him with crouch round kick: enough time ?).

    Before you put a lot of effort into developping that, once again you have to think about the public you're aiming to : On ouya of course a versus mode is cool and online play can be too, but I'm not sure there will be a lot of people owning these consoles.
    Plus fighting gamers can be picky, and if you're aiming to the more casual gamers then looks, design and solo content will be more important IMO.

    Anyway good luck for your project !
     
  5. Sargon

    Sargon Member

    Regular kick is actually mid kick so you cannot block while crouching from a regular kick.
    Well the thing is this game is both on OUYA and Android, so I need to make it for both which is a bit problematic but not such a big deal. :p
    And the game is already developed I am just improving it as the gameplay was lacking.

    Thanks for the reply.
     
    Ellis likes this.

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