Standing jab has to be a quick poke in my opinion, 4-6 might be a little too long unless its sped up like KOFXII’s light attack. Its gotta be able to come out fast and repeatedly. I think the main thing is safeness.
Its funny, as far as coming out with ideas for games, fighting games have always struck me as the hardest, despite me playing them constantly. I feel like it just won’t work outside of very specific parameters.
Reading this thread makes me wet. I really really want to bust out my tablet and see if I can’t get some characters drawn up that I have in mind. I don’t plan on making a game or anything, but I have characters, plot, game play style, and all sorts of neato-skeeto stuff in mind for a fighter. P:
there can be different type of jabs depending on the design of the character
machinegun jab (what you suggested)
This is the type, when you start spamming your jab button really fast, it still comes out at every button push.
2-4 startup, cancels into itself, 0 or +1 on block
Rolento/Robo-Ky style jab
This is kinda slow, usually it has like 6 frame startup, combos into itself but you have to link it, and gives a massive amount of frame advantage. This one usually has more range too.
Guilty Gear has several characters which have anti-air style jabs.(Testament, Slayer, Jam)
Fast startup, cancels into itself, but usually totally whiff against ducking characters. Also they don’t give frame advantage.
If you want to avoid the 2A poking fest:
-you can increase the push-back on jump in attacks, this way if you jump on someone with a jump-in you’ll be pushed back to not use more than 1 jabs
-you can prorate combos really badly if they start from a A attack
LUA is awesome, and used by a lot of the industry. Isn’t WoWs interface all in LUA?
It is really easy to pick up, I learned it on the job at my last job. I just googled something when I had a question. It is not like the console in a FPS, but it is outside your code. Normally LUA is loaded once at runtime, so you can make changes to something and then just run the game again and test it. The big deal there is you don’t have to recompile, which may seem fast now, but will later become a several minute to half hour job.
The jabs u listed are good for like the other attacks though, but i think for like the weakest punch it should be as quick as possible and then stuff like a far strong can be slower and have a harder range. I think it all depends on the set control scheme and the style of pacing for this game.
Dammit my creative mentality is coming back. I wanna work with people and make a game now. Thanks a lot guys -_-
Hey its all cool. I’m looking for anyone who wants to be the main character designer and illustrator for a fighting game, or another other type of game honestly. It’s mainly important that the lead artist anime/or animator can keep the style of the game consistent among many assistant artists. I know alot of sprite artists and inbetweeners who are willing to work on something like a fighting game.
Well I can get the basic design for each character down no problem. As well as their style, moves, story, and all that crazy stuff. Let me get my tablet back and I’ll bust out a design or two for some of the mains I have in mind.
If anyone is interested. I can probably come up with a lot of the stuff easily , from level design to character design, gameplay mechanics, general direction, etc. Except I can’t draw for the life of me. I can write and explain in meticulous detail however so I guess thats how I can make up for it.
You should spend less time worrying about character designs and huge life bars and more time thinking about how the game should feel, what kind of play you want to emphasize, if you want a parry mechanic, etc. Should it be about footsies, so low attacks are fast and long ranged? Or should it be more mobile making low attacks slower, overheads faster, and putting more emphasis on twitch spacing adjustments? Or should it be a turtle game where everyone zones as hard as they can? etc. You have to draft up the fundamentals first, and then afterwards design your characters and their play style around that.
A generic fighting game with the only distinguishable differences being animal robots and huge lifebars is not overly interesting to me. If your design document is a one pager that reads “Third Strike with unique characters and long matches,” you are boned.
I like this. I had trouble explaining this to the people in my last project! Not naming names but the design document consistent of story elements and a line reading “Rushdown character” for the only design!