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If you created your own fighting game for a well known gaming company...?

Discussion in 'General' started by rebelleon, Nov 20, 2013.

  1. rebelleon

    rebelleon Active Member

    What sort of game, theme, story & characters would you make out of it? And which company to give it to?

    In Virtua Fighter, Tekken, Street Fighter, King of Fighters & Dead or Alive, its all about martial arts.

    In Soulcalibur & Samurai Shodown, its all about weapons.

    In Mortal Kombat, its about realms from earth, other dimensions, heaven & hell.

    In Killer Instinct, its about a corporation with wicked experiments to revolutionize all over the world. Aliens, magic, science, etc.

    In Darkstalkers, its horror monsters, halloween, folklore & myth.

    In Bloody Roar, its about humans transforming into beasts.

    What if you did a....
    - Armor fighting game (Iron Man, Medabots & Guyver) - From technology, magic & alien.

    - Demigod fighting game - Half-breed dieties all over the world with martial arts and powers.
    (Greek, Egyptian, Shinto, Norse, Celtic, Mesopotamia, Chinese, Inca, Mayan, Native, Cthulhu Mythos, etc.)

    - Constellation powered fighters fighting game - Something to rival Saint Seiya. 88 Constellations & the 12 signs of the zodiac and the Chinese zodiac.

    - Marvel fighting game to rival Injustice

    Companies:
    - Capcom
    - Namco Bandai Games
    - Sega
    - Konami
    - SNK
    - Netherrealm Studios
    - Team Ninja
    - Platinum Games
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Ellis likes this.
  3. Optimus_Cack

    Optimus_Cack Well-Known Member

    PSN:
    SquareNinja
    Your posts are weird, but I have tossed the idea around. I've tailored the explanations to clarify things to anyone who may not be familiar with fighting games other than VF, since this is a site largely about VF only.

    This is basically a really complicated wishlist as I have no actual plans to make the game, so don't bombard me with the logistics of such a project. I would make a Warhammer 40k fighting game, and it would play vaguely similar to most recent Mortal Kombat (hereby referred to as "MK9"): 2D gameplay, "specials" generally being punishable, a guard button, and a similarly designed meter management system. There would be some Darkstalkers influence (which will be obvious later) with maybe a little VF influence.

    Attack strings would have to be tweaked if implemented similar to those in VF or--more pertinently to a 2D fighting game--MK9. If such strings were implemented they would at the very least require meter to special-cancel (if special-cancelable at all). Alternatively I would consider something more akin to Vampire Savior/Darkstalker chains: you can "dial-up" from weaker attacks to stronger, but any "dialing up" eliminates special-cancel properties (with some odd exceptions). These types of chains would operate largely like they do in Vampire Savior, and I would put in some of those--what Vampire Savior confusingly labeled--"EX" specials you could cancel into from chains (they had oddball inputs similar to Akuma's Raging Demon/Shun Goku Satsu). These were the odd exceptions, and they generally functioned as more-damaging combo enders and came with a resource (meter) cost. Much like those in Darkstalkers, some individual "normals" would be special-cancelable, but only a limited number of them would allow the special to combo.

    Throws would not be breakable. The opposing player would, however, be able to "soften" throws a la Super Turbo. I don't like throws not being a legitimate threat. Throws in fighting games function as a kind of attack that connects in situations where a typical strikes would not (i.e. the opponent is blocking/guarding). Command throws could not be softened but would of course have significantly slower start-up. The result would function more akin to Alex's command throw(s) than Zangief's.

    I haven't decided if setting the hit classes to a high-middle-low system would be better or simpler than just assigning certain attacks as "overheads" as in Street Fighter. This would probably require someone who is more familiar with the brass tacks of coding.

    As for the button layout I am not entirely sure about. I considered a 6-button layout (4 attack buttons, a guard button, and a "Special" button similar to that in Marvel 3 but as a more character-specific utility button), but a 5-button layout might suffice (3 attacks, guard, and "Special"). The real issue here is if I would want many simultaneous inputs (i.e. P+K, LP+LK, etc.) present. Any meter-use specials ("EX" specials from SF3 onward) would work like those in MK9: the directional input followed by the respective attack button and the guard button simultaneously.

    I would like this game to have an input buffer similar to that in VF. I believe Blazblue has a somewhat similar buffer system (significantly smaller windows, mind you). I want to minimize or eliminate execution barriers created by things like 1f (one-frame) links, because they're archaic and stupid after better gameplay mechanics like "target combos" (essentially specific link sequences with more lenient timing windows for anyone not familiar with Street Fighter terms) and smarter buffering systems. You can easily keep the same frame data with an input buffer leeway, and the overall gameplay remains unchanged.

    "Meter" (limited resources to spend on different functions) would be gained through methods largely identical to that in MK9: receiving damage and having your attacks blocked. The meter would have three segments with meter-use versions of specials taking one segment. The aforementioned Darkstalkers metered-version-only specials would cost one or two segments depending upon balance. The only "supers" (high-meter-cost/high-reward attacks) in the game would be the Darkstalkers metered-version-only specials, and they would work like those in Darkstalkers (no "super-freeze" and invincibility only on specific ones).

    Any combos within this game would be relatively short. Combos in fighting games have been getting longer and longer, and they do so much damage that they warp risk-reward dynamics in ugly ways. For example, in King of Fighters XIII the player can make several good decisions the majority of the match, but all it takes is one successful big guess ("HD" combos) by the opposing player, and the player has for all intents and purposes lost a team member. While it may look like a cool comeback on a stream, it realistically just hides where one needs to look to see who is actually winning at a given moment. I am also sick and fucking tired of having to pour dozens of hours into a training mode just to make my correct decisions/reactions amount to anything in a practical sense. I'm okay with missing out on 10% of the potential damage for a more reliable combo, but not 40% or more. It just adds execution barriers to the least interesting part of the game, and when they get to ArcSys or Marvel lengths they just feel like busywork.

    As for the WH40k side of things, the cast would obviously consist of the more melee-oriented units from the setting, and no, it wouldn't just be a cast of Space Marines with token Eldar and Ork characters. The goal would be to make it reasonably accurate to the spirit of the unit dynamics from the tabletop game. Of course it would require a little artistic license, but as I said the spirit of the setting is more important than strictly adhering to "d6" systems. Relic Studios has proved that this is possible.

    Congratulations if you read this entire thing.
     

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