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lol def jam icon
I’d be fore it if it is dance dance revolution meets VS. That’d be pretty cool. For you hyper combo, you can choose a harder track, and the harder the track is to hit consistently, the more damage it does, of course make it combo-able into
Sounds probably like the best idea ever, I wish I could give you some kind of grant to work on it but I am poor.
On a related note (no pun intended), has there ever been a fighting game that rewards you for super-good combo timing the way that rhythm games do? I always thought that would be a good compromise between one-frame links and overly lax windows: the more precise you are, the better the damage (or something).
they had some shit like this on the ds… kinda…
I don’t like or get #3. Give people a reason to hit each other a lot but don’t “discourage turtling” by design. I really, really like your idea as long as it’s more fighting game than rhythm/music game. #4 also, not a big fan of, sounds like it’ll detract too much from the actual fighting. However something like a specific kind of hit or attack corresponding to a note of a song you select before the round, and completing a part of a song (a sequence of notes) as part of a combo or blockstring (the song would be preselected) would sort of make it like a very flexible Arcana I think. Completing such a combination would give you a bonus of some sort. Could be anything.
I don’t think you should think about Burst/Parry subsystems until you’ve really fleshed the basic gameplay concept out and maybe tried it with a couple of people.
This honestly excites me way more than it should.
So if you would combo in this game, the timing would be in sync with the music?
I’m sold.
That is part of my influence for this game. I am a die hard DDR fan, and a bigger fighting game fan. I’ve always wanted a merger of the two ideals, and I got sick of waiting around. As for the hypers, I might have it become some type of “freestyle” section where they can hit which ever rhythm they want to, but combo them into each other. Think of it like combining the guitar and drum track together or something.
I appreciate the compliment =3 I have no idea if there is a fighting game that rewards you for rhythmic timing. I’d love to see it if it does exist.
For #3, I probably should have specified a little more. It’s not really to prevent turtling. It’s more to encourage rushdown. With the concept of the fader in gameplay, it makes it so that you’ll want to dominate your opponent’s screen so he can’t hear his music. For #4, that’s pretty much what I am going for. Sure, you can hit attacks off-beat, randomly, or whatever, but when you nail combos in-rhythm with the music, that’s an admirable feat. It definitely be rewarded somehow.
I want any countering system to be tied to the core gameplay. If it is going to be there, I want to make sure that it works with everything else. I also want to make sure that engine runs beautifully as a whole.
That is exactly what I’m doing.
Is Dee Jay in this game?
This concept definitely intrigues me.
I would especially like it if say there were an opera viking grappler whose command grabs did MASSIVE DAMAGE during a high note
I’ve had big ideas regarding this concept for a long time. Send me a PM if you’re interested.
http://www.google.pt/search?hl=pt-PT&source=hp&q=slap+happy+rhythm+busters&aq=f&aqi=&aql=&oq=
You’re welcome.
Gloomy Puppet Show… I only know the name since i main Lilith. Its a gimmick AA, the damage isn’t worth it even if you can do the full damage. Plus, it costs two meters.
i thought of a different game but nvm
I believe you were referring to Draglade…
[media=youtube]XCaeg2ziY0Q[/media]
Yeah that’s the first game that came to mind for me too. Haha~
yeah. you could make an custom attack there with guile’s theme. cuz you know…it fits everything.
Your heart is in the right place but your mind isn’t. None of that says music to me. Dancing maybe, but certainly not playing music.
The combo system for example is much more akin to dancing than playing music.
Combos should be set into a rhyhtm based on a charecters Beats Per Minute. Like, let’s say the pop character has a BPM of 120. Their combos, in a 60 frames per second game, and a system of links that revolve around eight notes, then her window should be on frames 13-17 (since no one plays exactly on the beat except robots and George Michael Bluth, leniency should be given to give off the feel of naturally playing an instrument.)
Then a charecter based around free jazz would have a chain system as to emulate to leniency of the form.
Just two examples
The whole game should revolve around musical skills. This is just one example I pulled out my head.
Thank you for the constructive criticism. I rather do like that way. It would eliminate the need to create specific tracks for each instrument. Just lay each song down according to it’s BPM, and let the character’s combo off of the rhythm. Trying to merge a fighting game with a rhythm game is turning out to be a hell of a lot harder than I thought.
I imagine characters with leniency would be based off of genres like Blues, Reggae, Samba, etc.
I left my notes out on the desk the other day, and my sister read them. Within the notes, I talk about how I want the characters to themed after blanket genres, but have sub-genre songs to choose from. My first character I detailed was an unnamed female character based on Dance Music. Her sub-genres of choice would be Disco, Funk, and something like Hi-NRG or Soul music. Her physical appearance would be sleek, sexy and heavily themed from the 60s and 70s. Another character was a male character named “Vandrad” that is based on Heavy Metal music. His physical appearance would be large, brutish and look something like Lars from the Guitar Hero series. His sub-genres of choice would be Glam Metal, Thrash Metal, and Viking Metal. I have ideas for other characters, but they haven’t really come together yet. My sister absolutely loved what I had written down so far, and wanted to know more about it.
does bust a groove count as a “dance fighting game”?