Speaking of stupid shit, you can try what Valve did with TF2 and add random item drops and pointless hats. The WoW loser grinder people will end up playing to get the hats
basically, it’s like this guy said. however, that formula doesn’t build up trust, and trust’s what you really need if you want other people to buy and play the game. it’s also what you need if you wanna keep making games.
to add to that, a fantastic idea is for the experience to be unlike any other game you play. if you’re playing a new fighting game and all you can think about is like… how this guy is Ryu but with a beard, Zangief if he were female, and Chun Li if she were 2 feet tall, then it’s like “Fuck this game, I’ve experienced this before.” people, casual or hardcore but ESPECIALLY the casual gamers, love a new experience. I’ll try and expand upon this below
I have this SNES game I pull out every once in a while from time to time, Metal Warriors (not a fighting game btw). It’s not balanced properly, and it has some game-breaking glitches in it. but I don’t care how old I get, I’ll never fucking get tired of that game just because it gives me an experience unlike any other game. that game is downright RUTHLESS… you have not seen true ruthlessness until you play this game. If you get caught in any trap a player lays out with the use of a machine (ex. Spider’s web makes you immobile, Nitro’s sword does insane damage, Ballistic’s ball attack does insane CONSISTENT damage), you will die. Period. I don’t care how much life you have left, how heavily armed you are, what your life is, hell… even if you have the best of all that and the worst of all that and I create a trap for you, your ass is DEAD. I fucking LOVE that feeling. Whether or not you’re winning or losing can change in an instant.
to go with not such an obscure game, the smash bros series was successful with their stage and percentage system of fighting. because of this, the method of fighting is very different from most games. in other words, they basically CREATED a demand out of thin air. also, most fighters don’t have four players and items. add to that that most of the basic stuff isn’t hard to perform… you don’t have to struggle to do a Mario fireball or something because all you have to do is just press B. no complicated execution (at least not in low level gaming)
tobal 2 has a “dungeon” mode where you have to go through mazes, fight bad guys, kill bosses and in the process, its how you unlock the characters in the game.
The game was published by squaresoft but made by another company. The dungeon mode is supposed to be an ode to the RPG games with a fighting game twist.
Tobal 2 has a very basic layout that makes it accessible to the masses. jump, guard, low attack, mid attack, high attack. Unlike tekken where you have to memorize your characters mids or lows, you simply start working the mid or low button which makes it very easy to pick up and play. There are very few qcf, hcf etc… inputs in this game. Most of the game is based on single button presses or button presses with directions, fwd+mid, or high, mid, fwd+L. The majority of the damage comes from being able to just frame button presses within a very small window so being technical is still a possibility w\o over complicated directional inputs. With an engine mechanic like this, being on a pad is not a handicap and someone won’t have to go out of there way to buy a 100$+ stick. Truth be told, this game STILL stacks up to modern fighting games. I’m 100% positive if this game got an upgrade with better 3d models and released over XBL or PSN, it’ll be an instant hit with some minor tweaks to the characters that are allowed to be played.
great netcode is a must these days. If you want to sell your game, your netcode better rival GGPO which is in my eyes still the best netcode for fighting games these days.
TITS.
- Jack off material.
- Easy to get into gameplay.
Do you know how many people jacked off to Chun Li?
Do you know how many people are turned off when they cant mash and win?
Conclusion: Make a game that can be played to win by mashing buttons with only one hand.
Look at this and then your thread title and tell me what’s wrong.
Yeah basically you’re not going to be able to start up the hype machine enough to attract a “mainstream” audience, on top of that, it’s a FG, which most people don’t care about anymore anyways, outside of anomalous crap like SF4 that gets shoved down the mainstream throat with nostalgia+massive hype train.
Make an easy mode wit a lot more characters with the “fiery punch shoryuken!” or lariat.
give it a console release
oh thats right! you can make it like arana hearts and attract really special kinds of people that way.
There aren’t any plain furry characters in here for a reason, because we don’t want to push it as a furry game. The characters may have animal traits but the ‘cool’ mecha sci-fi is the focus.
As for the mythology portion:
Of the characters designed so far, we have a 9-tailed fox assassin who has nuclear radiation power and each tail (which look a bit like like V-13’s wings) is a sword in a scabbard which he can draw with ease. 9-tailed foxes are the most evil creatures in chinese mythology, but he is a tsundere kind of character who has a light side to his usual seriousness.
We have a chinese dragon who uses a cloud of nanomachines as her weapon, which also forms her hair when she’s not attacking. She’s a big, powerful character with super armour and comes across as an ‘all-knowing’ teacher character a bit like Slayer, who has knowledge and links to lots of other characters.
We also have a tanuki (yeah I know that’s a japanese mythos) who can change into objects to attack thanks to her molecular technology, a character who’s based on all the signs of the zodiac and are working on adding some mythology to some of the other members of the cast as well.
Others are based more on technology rather than mythology. The rest of the characters are all random animals but have some technology gimmick. They all allow pretty fun playstyles. Even our ‘easy’ characters have something tricky they can all do. No Ryu’s or Kens here.
We want to make it tolerable to an adult audience too. Our focus is on the presentation being cool, flashy combat. The characters take themselves seriously with some humor here and there. It’s shoenen I guess. There is also not going to be any fanservice for obvious reasons, so no sexuallisation of the characters.
Really, the reason we chose androids was because there was plenty of room for unique characters to be created and therefore unique playing styles, but we wanted them to have some character other than just being minature gundams.
Oh and Yin: I’ve only got access to some concept art. The guys are keeping sprite work under wraps.
http://img42.imageshack.us/img42/2060/xiana.jpg dragon girl final design
http://img8.imageshack.us/img8/8851/tanyaaw.jpg assistant of our gunner character
http://img203.imageshack.us/img203/2481/darkbluea.jpg - Gunner. I think this character’s design is still pending. They’re working on making him simpler and easier to draw repeatedly.
http://img32.imageshack.us/img32/6548/rave.png - we’re not even sure if we’re going to use this guy at all
http://img36.imageshack.us/img36/952/setunag.jpg yin-yang tanuki female protagonist character. design is getting some more tweaks before final.
And that’s really all I’m allowed to show. Keep in mind that these are just concepts. They will be tweaked a lot for the final. Heck, even our main protagonist is getting a redesign.
first off. squirrel, check your private messages. I PMed you.
edit: NM you just did.
Magnetro said something about attracting special kinds of people. you don’t have to be mainstream to be successful, you can go cult too. not to mess with the furry thing at all, but IMO it’s really hard to go mainstream with furry chars. that said, assuming you’re going for furry anyway, Xiana looks cool as fuck. Tanya and Rave look good too. the rest just look odd to me
Thanks for the feedback. I agree that Dark Blue looks a bit overdone in this concept art, that’s why he’s getting a redesign. The artist also likes Tanya’s design and we might consider having her playable on her own other than just an assist character (though she does have a huge part in Dark Blue’s moveset. She’s his ‘cover fire’ character and she also fetches his guns for him when they run out of ammo)
wow dude the dragon girl looks so cool I cant wait to see the sprites.
It’ll be a long time before we have any sprites of her, but I can tell you a bit about her planned play style.
She’s quite big and fairly slow, but has some quick and very powerful attacks and lots of super armour mixed into her heavy moves. Her normals are good for dealing damage, but most of her special moves are non-attacking moves, things like teleports and short-lasting buffs. So she doesn’t have as long combos compared to other characters but makes up for it with an array of status moves (vision-obscuring fog, power-up aura, hyper armour aura, bioelectricity that causes her dash to become an attack for one hit) that can make her straigtforward attacking style much more complictaed if you can find the room to get them out. Her supers are weather-summoning attacks, and most of them are delayed before any attack happens, giving her time to pressure the opponent while clouds gather for a lightning strike or typhoon or whatever.
Wow they look… pretty cool actually. Far from furry-bait imo.
here some trivia for all of u
list of furry fighting games:
monster
brutal paws of fury
primal rage
bloody roar
frustratedsquirrels “indie revolutionary fg”
waht do the above games have in common ??
revolutionary?
I doubt it, but we are aiming to try and introduce some more unusual principles with the system.
And yes, yes, all those games aren’t really popular, I know I know.
Bloody Roar is a furry fighting game? since when? :lol:
My housemate has giant piles of fighting games which he rarely plays, and never seriously. He is squarely withing the “casual fighting gamer” audience although I would not know whether he could be considered “typical”. Here are some of the things he has previously asked for in his fighting games.
1)Unique characters (you seem to have this)
2)Titilation
3)An arcade/story mode which actually has a story and which is
4)Not particularly hard, at least on the lower settings, as that’s where he’ll be setting it.
5)Possibly things to collect ala Soul Calibur, although that might be outside of the scope of an XboxLive game.
If I remember, I’ll ask him later if there’s anything I missed.