Ascension X 2.5D fighting game in development

well back will also be block, I just thought you have both as an option.

Oh no… That’s a bad idea.

The problem here is that a block button, even with back to block, still negates cross ups and left-right mixups.

The beauty of having back to block is that it forces the defender to commit to one direction. This is what leads to crossups and left-right mixups. The defender is now required to commit to a direction when blocking - in other words defense becomes active, and not passive.

I see you guy’s point. thats why is good to trow things around in a group.

I’m liking the button layout, cause I’m a MK player, non-mk players are going to hate the block button though, I wouldn’t mind helping you promote your game on some MK boards. but I’d need to see some gameplay first.

Block button in a 2D fighting game is flat out dumb. It makes defense too good. This is why you see MK try to compensate with strong chip damage, which itself leads to more problems.

Csword we are working on 3d graphics and development. I’m working on a freelance project as well. However we expect to have a playable demo within 2 months time. it will be a pc version so i will happily give access to the beta.

I don’t think a block button is at all that bad. It just depends on how the game deals with it. Mortal Kombat runs just fine.

Block buttons in 2D games only really work if the game can have more than two players on the screen, like the Bleach DS games or Smash. Otherwise you wind up with all of MK’s problems.

With Mortal Kombat being the sole example you guys are using, I think there hasn’t been enough 2D fighters using a block to be this sure about them not being able to work. In fact you all bring it up through the lens of, “Street Fighter with a block button - eww,” and “Well I don’t like it is in MK.” This is a new game with a new core system and I think it’s way too early to just say block buttons will not work.

Except even MK demonstrates the problems with having a block button in a 2D game. As I’ve previously stated, to compensate for the fact that defense is very good due to the removal of one option to open people up (crossups/left-right mixups), they need to resort to making chip damage strong, something which still doesn’t really compensate for the removal of crossups.

Are you so sure jumping will be that common in this game for lack of cross-ups to be an issue?

well I’m planning for lot of jumping moves and anti jumping moves.

Except mixup is still strong in MK. Stop looking at things through SF centric eyes. Though you should be choosing one or the other, block button or back to block.

small addition to one of our character Elric( name under review) is a candidate for one of Elijah experiments but gets rescued by Gabriel and trained in the way of the sword. he will use a form of Iiado for his attacks.

It’s nice that you’re focusing so much on your mythology but I’m still trying to paint a picture of how the game plays. Want me to send you a gameplay overview of one of our fighters for an example? I could send in it on FB. It’s all text and some stuff isn’t written out but it may give you a good look at how to layout your gameplay concepts in a layman manner.

ok thanks that would be great

No one said mixup wasn’t strong, they said defense is stronger than in other 2D games because of the block button, which it is. Mixup is always going to be strong because that’s just how fighting games work. Doing things your opponent isn’t expecting is always going to net hits. Here’s the issue though, on the offensive you have LESS options to open someone up because of the block button. Crossups become more of a frame trap and less of a mixup, which is kind of not great. Mixup in MK is strong, but your options are essentially high, low, and throw, which are present in every game with even more options on top of that. It makes the offensive game very shallow even if it does work. I personally hold a lot of importance on the number of options for both offense and defense in fighters because when I hit someone I want to feel like I made a read and played smart and was rewarded with damage, not that I was playing Rock, Paper, Scissors and got lucky.

Of course MK has OTHER issues that exasperate this problem even further, but the block button isn’t helping, and it’s also why you see the meta of Injustice moving in MUCH different directions than MK. There’s always going to be room for simpler fighters, which is why MK has always been a popular series, but you do have to realize that they are indeed simpler fighters for very obvious reasons, and the decisions made on how the game plays will decide a lot about what the goals for the game are and who is going to be interested in it. If Ascension X isn’t looking to be a deep complex involving fighting game then that’s absolutely fine and no one will think less of the game for it and a block button would be fine, but cutting out options has never made a game less simple.

How about giving a player more options to open up somebody pressing block? Issue seems to be lack of creativity with people who dislike the block button on a gameplay level.

wow you guys have given me a lot to think of. I’m currently rewritting a small par in my GDD about gameplay mechanics. I’ll post it as soon as I’m complete. I will say one thing I’m aiming in the middle of quality. I don’t want things to be as complicated as some of DOA’s moves. However i dont want things as simple as MK and button mashing. It’s been my plan to make a fighter anyone could pick up and play, while still offering advanced moves and skills.

I’ll post pages from my GDD in the morning.