I wasn’t thinking Just Defend (even though I like the mechanic), more like guarding possibly forcing you into certain positions that may not favor you - making ‘When to Block’ an earnest metagame.
I don’t mean to derail the thread, but imagine… say, stand blocking x-attack that has a blockstun pushback value of 20% stage length. Now you KNOW blocking this attack, while saving you damage, will knock you back damn there to the corner. And maybe in this game this ‘block push’ can even wall splat you when near the corner (ridiculous game but follow me here). Imagine other effects such as forced crouch, forced stand during block stun, and the attacker is able to cancel into moves that break standing or crouching guards. This potential game makes blocking a terrifying decision block button or not. This is just me riffing here, but further molding would make this an interesting fighter.
(No, this isn’t one of my own fighting game designs. Ironically our initial fighting game will have back-2-block and standardized cross-up mechanics, but I rather not say any more).
Point is, you can make just about anything work if the game is built with that in mind. Of course you’re not gonna like block buttons when you’re gauging it from the perspective of ‘The Street Fighter/KoF Player’. It’s like Halo players disliking CoD and citing a mechanic that wouldn’t even work in CoD transplanted from Halo. I don’t believe any idea is above recall unless absolutely proven to be objectively broken during alpha runs - not even in a forum (no offense).
Sounds like a 3D Fighting game. Sounds neat. Forced Stand and Forced Crouch sounds like tech stand and tech sideways roll in Virtua Fighter and that waking up either way makes one susceptible to throws/guard breaks/mids. I think using attacks to force and lock a certain guarding state could be used and done well but must be carefully designed, and I feel ultimately it’ll be really nuanced and designed to specification per move, not saying that it’s too hard to implement or too much. Then one has to balance in risk and reward and having weighted options. You wouldn’t want easy, fast, safe normals that easily lock someone into a guard state and get a free hit on block because they’re stuck there, especially if it leads into a bnb.
But on the other hand, how long someone is locked, what kind of move locks, which state it locks in, the range of the actual move itself, and the types/amounts of options after locking/guaranteeing hits/converting damage. Technically, if a player doesn’t want to deal with that weird shit up close, the player could just play it safe and play footsies and go for whiff punishes to not deal with the inside game.
So I see it still largely like a 3D fighter although I can see sidesteps and side-walks omitted and still working out. I feel that for the guard button to work it’ll (the overall game) have to have a fair amount of varied movement to make the neutral game more nuanced to make “footsies” more interesting, and the game to have a very nuanced inside game with a large attention to frame data, move properties, and move ranges much like a game like Virtua Fighter.
So a guard button could work, but other areas need to be addressed in order for it to work well or be interesting; but it’s very plausible it could work and be done better than how the MK series has tried it.
Well to b honest this project is more of a labor of love, then gt rich scheme. While I would love to be a kickstarter success story, I’m just working on the best damn demo I can make. I’m tying all my resources and calling in a lot of favors to make this possible. we are making a pc demo. Once I’m sure we have something fun and uniqe i will start to add until it’s perfect. We will then start to alter it and target consoles.
I suppose I could start sharing the 3D graphics and other asset on this forum.
this is the second form of Akers sword. In the normal form it is a long sword with a decent reach. In the advanced form it becomes something of a buster sword, that hits much harder.
Yeah, before I edited it I said how your response shows how quickly the winds can change between block button being too powerful to you hoping you have flexibility with it. This is the ‘magic’ of game design for me, and it’s my entire point. Never write something off because this and that was done for a while. The motto with my team is make burgers out of sacred cows. Though ironically, again, our first fighter is mostly traditional in terms of back to block and cross-ups.
OR have one person on the team working more ont he art side of presentions handle that while you handle the gameplay related side. Always interesting to learn more about the process.
You get done whatever you can with the specific skills of the currently available workforce. It’s a bit of a luxury on an indie team to be able to focus all efforts on the top priorities.
well I wanted to share the list of or priorities and how we will break down our work load.
priority 1 GAMEPLAY ( ACTUAL COMBAT SYSTEM)
priority 2 UNIQUE CHARACTERS EACH WITH THEIR OWN PLAY STYLE
priority 3 OUR WORLD AND MYTHOLOGY
priority 4 GRAPHICS
priority 5 SOUND TRACK (OST)
priority 6 ONLINE MULTIPLAYER
priority 7 CHARACTER CREATOR FEATURE.
Should be
priority 1 GAMEPLAY ( ACTUAL COMBAT SYSTEM)
priority 2 UNIQUE CHARACTERS EACH WITH THEIR OWN PLAY STYLE
priority 3 ONLINE MULTIPLAYER
priority 4 GRAPHICS
priority 5 SOUND TRACK (OST)
priority 6 OUR WORLD AND MYTHOLOGY
priority 7 CHARACTER CREATOR FEATURE.
“Mythology” isn’t really important for a fighting game. Most folks who’d rather just be able to play could likely care less about it.
Character creator doesn’t belong in any serious competitive fighting game (SC be damned).
well I agree with you with online multiplayer being higher on the list. However I think story is important for any game. The character creator is something that we will add last i think it would help give re playability.
Story goes over graphics and OST because the story informs both art direction and music. Unless with graphics you mean general visual fidelity, then yeah it should be placed high. You don’t want something that looks like Virtua Fighter 1. I want our projects to hover around ‘B Production’ quality (Wii, PS2). So long as shit moves at a smooth 60fps we don’t need crazy HD visuals, and in fact that would help.
i wanted to give a quick note on the play type of my characters. I guess I should be posting more about the actual gameplay and less about design here.
a = attacker
d = defender