Sonna… Sonna Bakana!!!
ah, many have imagined such a game. but someone actually putting forth some sort of effort? amazing.
I like it
I like this idea.
I think it will be very important to have multiple characters for each sub genre of music, and not 1 character for the blanket genre. For example, most of my friends are into hip hop and that would stick us all maining the same character (even though there would be different sub genres).
I think it would serve the game better if there were different characters for each sub genre. And maybe you don’t even have to list the sub genres out you just have a group of “hip hop” characters and their songs/beats available to choose from are different depending on their concentrated sub genre.
Like I said, I got tired of waiting around for it. I’ve already started work on a fighting game engine capable of being modified for my purposes. I just hope it goes…decently.
this sounds neat.
i always thought it would be really cool to have a 3rd person action video game where your character’s actions directly manifested in real-time as musical elements in the music playing at that time.
you mean like this
and maybe this
This sounds hella tight! I’d imagine it to be some kind of fusion between bust-a-groove and a traditional fighter. Got a couple questions tho:
1.) would this be a single player or vs game? if vs, how would each player be matched to his song? would there be 2 separate songs playing at the same time? (i can’t imagine it working with both playing at the same time, unless you can find a way to mix the tracks to make it sound awesome) Maybe it’s just one song? how would that work in terms of different BPMs for each player? how would they know it? is there a visualization cue on top or on bottom?
or is it turn based? (like i go first with my song, then you go with your song).
2.) how would the timing work? i mean normally there’s a period of time before after the first successful hit that you can cancel into another hit and continue the combo, and how would the player adjust to the bpm of the song? is there a indicator they’ll have to look at to before continuing? i’d imagine if it’s more lenient on the first hit and the stricter as the song /hit goes a long it’d work better, otherwise hit confirming could be difficult. (kinda like cancels first, but as the combos/songs continue you’d need to link. you’d also need to add the damage for longer combos/give some kind of perks otherwise there’d be no incentive. this is kinda the opposite of most fighters as combos hurt less and less though. something to think about.)
3.) for the fader/corner pressure, what happens when someone gets out of the corner? and i’d think that giving advantage to someone who’s pushing the opponent to the corner might be a balance issue? they’re already at an advantage locking their opponents to the corner and they get more advantage?
Just some questions (had to edit this post since i accidentally posted). Would love to see the progress on your project! It’s really impressive to see someone taking the initiative in making something. I’m just recently starting to look into making a game myself. Fun stuff =)
If such an idea worked I would be all over it. Not sure I like the fader idea.
Well, we’re halfway there