just read through 3 pages of almost no solid input. no offense to those who gave some. lol. who would have knew.
so i saw the pics, and it seems like you guys are set with what you wanna do with that, so lets just start there and build up. furries, i cant say are my style, but when it comes to fighting games for me at this point, i dont fucking care anymore, just please give me something that doesnt fucking suck. plus, i want to play as 9 tails and tanuki. tanuki being one of my favorite mytho creatures just because it was one of the first i came across way back when doing some random research. before i get into gameplay stuff. throw in a kappa, the water demon that eats brains, and DEFINITELY A TENGU. the tengu would be your ninja character. easy to find info on them, and then you can just use your imagination from there.
Yeah, don’t worry. They might be animal-based characters but there is nothing in here that panders to furries. Think of them as cartoons if it makes it any easier. Our focus is not on fanservice, it’s creative movesets and a unique style.
so questions and then my thoughts.
is this going to be a vs style game, or just one on one?
One on one. Some characters have assists but they are more traditional 2-in-1 character types.
if its just one on one, how will it play like?
**Esentially similar to Melty Blood or Blazblue. The game is focussed on aggression, space control and dealing as much damage as possible off clean hits with combos. However, we are also trying to make a game where blocking and defense are a huge part of it, with emphasis on making blockstrings fun for both players involved. Chip damage, guard crush, unblockable setups and guard strings are a big part of this and we want everyone to experience the sense of victory you get from a guard crush, or from sucesfully blocking a mixup and then punishing. The game registers not only combos on hit opponents, but guard combos are shown in blue, along with how much HP your opponent’s guard has left. You have two extra bars: Stamina and meter. Meter is used for attacking with supers and doing stuff like bursts. Stamina goes down when you use certain attacks or get hit by certain attacks, and refills slowly over time. When your stamina’s drained, it turns red and then slowly refills. During this time, you suffer some penalties, such as not being able to tech throws. There’s no push block and no parrying. Players will be able to get a knockdown and then grin to themselves as they plan their devious tricks on wakeup, while the opponent can start thinking “will I sacrifice my stamina to perform a dead angle (we call it guard shove in this game) or perhaps try to wait for an opening and use a well-placed move to escape?”
The D button in this game deals with some unique attacks for each character, but they each have specific dodge frames vs moves with certain properties. So pressing 5D makes you do some attack that will hop over moves with a ‘low’ property, wheras 2D is a ducking move that has upper body invincibility, 6D gets through projectiles etc. These are usually kind of slow, but they can also be cancelled, making them into feints. Generally unsafe on block but there are some exceptions. So basically, if a blockstring isn’t airtight, then there will be chances to get out of it with these moves and/or shoryuken style attacks with full invulnerability. However the opponent can bait these and use it to his or her advantage.
You can also use your meter to perform a rail cancel in the middle of a combo that we call “on guard.” Onguard isn’t your typical rail cancel in that it not only brings you to a neutral position, it also startles the opponent and forces them into a blocking state for a short time. You can use this to extend the airtight portion of your blockstrings, or to cancel unsafe moves while doing pressure.**
how many characters in total are you looking to have?
for the XBL version, 12 including new bosses. Possibly less if we get the urge to publish it earaly. There are more characters planned for the theoretical full release though.
how many levels?
don’t really know what else to say about the unplanned single player. Who knows. One for each character?
basics out the way, and ill have more questions as the thread continues. so what do i like personally, i like tits, and i like manliness, so give me hokuto no ken mixed with dead or alive broads, but plays like hnk, im good. lol. but that aside, lets see.
make it fast paced. it keeps the players bpm’s up so to speak. as i have gotten back into vs games a bit over the past two years, that is one thing i have missed in a while, the speed of the game play. rush that shit down! its too fun.
Yeah, definately. Fast paced and brutal is the way to go.
4 button easy controller scheme like tvc. its not super dumb down, but simple enough for new players. i can play a 6 button scheme on any game, because i have been playing games forever, but the 4 button scheme is straight, and obviously setting up macros needs to be an option.
This is what we were thinking too. D is our ‘core attack’ button which I explained above.
levels and music. GOD, I CANNOT EMPHASIZE THIS ENOUGH. the best you guys can do on the levels without spending to much time on it, and not getting the game out by when you want, do it. i think the whole community can agree that they have their favorite levels for games. for me, i like darker levels, because its more aggressive then some stupid shit like fighting on a beach with dolphins in the background. fuck that!! GO PLAY THROUGH THE SAMURAI SHOWDOWN SERIES, OR YOUTUBE THAT SHIT, AND THOSE ARE SOME GOOD EXAMPLES OF NICE LEVELS IN MY OPINION. but maybe detail it a bit more if you can, but no old school japanese ding dong music. i dont wanna hear no night drums bullshit, but i def dont wanna hear any happy hardcore. the music in hokuto no ken is god like, sf3s has some cool tracks. just go with the theme. for further input, i suggest once you create the levels, post up what kind of music you think best fits the board, and weed through the suggestions to try to come up with the best decision, or at least point you in the right direction.
We’ve got music covered. As for levels, one of our artists is skilled at doing BGs.
keep the game play simple, but with its simplicity is a bit of complexity. i dont want to have to worry about my guard break bar, super bar, boost bar, and ultra bar. i say, no boost gauge, just dashing, and dash canceling. super bar can go any way. maybe an 8 stock super bar, and 4 stocks for a super, but significant damage scaling for those trying to link supers, to make it a worthless venture for them. no ultra bar, no boost bar. add guard break to keep it movin.
We’ve got a life bar, super bar and stamina bar. stuff like guard is displayed through visual cues.
add a mega crash like move from the tvc and gg series. give people the opportunity to not get stuck in any shenanigans unless its some glitch or something. which would be unfortunate. i say on an 8 bar system, that might be tough to work in, unless megacrashes take 3 bars or something, so its not abusable, but it needs to be in there. as long as its not super abusable, it can add some depth to the game.
We’ve got a burst for when you’re in a combo, and a guard shoving move for getting out of blockstrings. We’re also toying with the idea of giving everyone a super that they can use only when they’re in a guard crush state as a final last effort not to get hit. However it’s very baitable and unsafe.
be conscious of how fast meter builds for when your hitting and getting hit. as tvc has taught us, that can make all the difference, vs game or not.
Yeah, definately.
dive kicks. give me some dive kicks for a few characters, each with its on signature follow up. dont make the dive kick just a dive kick, and you cant follow up after it, or cancel it into another normal. like some wolverine shit. dive kick to wild legs, rape rape rape. im like seth kill on this one. i love dive kick characters, but i love them even more when i can follow up afterwards, and its not just some random semi worthless shit.
Lol. Warui Ne? I’m sure one or two characters will have dive-kick esque moves.
99 second match time. duh
you could do like a baroque thing, but without the extra damage and loss of life. like a command that can cancel any normal, special, or super into something else, and it use some of your super bar. you can use that to stay safe for more mind games, and or continue combos for more damage, or reset setups.
Baroque is a great feature, but we don’t want to copy it.
super jump canceling. super jumps.
sure.
make sure you balance out the benefits of playing a non projectile character vs a projectile character, and vice versa. or just give everyone some type of projectile to work with and shut everyone up. doesnt mean the whole cast will play the same, because each character will still have its own main set of tools, but maybe you could have everyone have a projectile of sorts, and make it work though.
i like speed ups for some characters. that shit is always fun to me. GIVE ME SPEED UPS. maybe you could do a random item system the floats between speed up, power up, defense up, health up, that randomly drops into play at any point. the character will pick which one he wants before the match, and only has a very short amount of time to get to it. but if you do that you need to make sure your game is fast paced enough that people wont be turtling in their corner and get a random speed up thrown to their side, and then theyre dashing across the screen trying to bring the rapes. or even better, once a player gets down to a certain health, his power up he selected will kick in and he can use it until death. i guess in that hand then most people would only choose health up, but maybe not, depending on how the game is, or you could just take health up completely out.
Our dragon girl character has a speed up buff. We’re trying to keep randomness to a minimum though, so no items or gifts that aren’t earned somehow. I love the idea of powerups that can be selected before a battle and then activated later on though, I’ll have a word about that to the designer.
anime intro please. lots of action and violence. if you can save mega time not worrying about anime intros and all that jazz and just drop something good, then go for it. give us a story line though. maybe you could tie it in that each story line is a small piece of the whole, so its an incentive to beat the game with everyone to put the whole picture together, and not just be each persons random reason for fighting. that would be cool.
Our animator would probably do this as soon as he gets the time.
kill offs. not like mortal kombat, but like samurai showdown, where certain moves will cut someone in half or something real basic.
We’re keeping it nice. Characters don’t die in this and the violence is bloodless (well they might emit sparks or something, lol)
A GOOD ANNOUNCER. i must ride hokuto no ken again. dude sounds so god like when he says, hokuto no ken, and the way he says everyones name. yeah, fuck that blaze blue sounding fu fu bullshit. get a manly ass announcer.
We haven’t considered an announcer, but if we do get one you can be assured he’ll be suitably GAR.
simple match intros.
Where’s the fun in that?
moving around before the match and after please.
It’s pretty standard these days.
simple combo link system, with more complex combos involving tk motions, just frame moves, ect… more into that later.
Some of our links are move specific and don’t necessarily follow any format. Some specials can be linked to for certain combo reasons. It just gives players more reason to figure out their character. But in general it will be a simple link system, so not to worry. TK’s will be abundant for sure.
more later. ill let others reply and come back. i say for influence on game levels, music, and announcers. samurai showdown, hokuto no ken, sf3s, old school sf2.
what will keep people playing in my opinion though are the following in caps
COMBO CREATIVITY. everyone loooooves to be creative in combos, and nothing would give them a boner like a combo system that rewards your creativity, and also gives a lot of room for it without being broken. i like hnk for this in the fact that with rei, sky is the fucking limit to what you wanna do with that guy, but in general the whole cast can be pretty fucking creative in that game.
We’re going to give plenty of freedom at the start of combos, however, damage scaling kicks in after the 4th or 5th hit, and the more you repeat the same moves, the more intense the scaling gets. This way we’re discouraging loops. Players will also need a combo that damages, a combo that knocks down and also their blockstrings, which are very important. Also, the higher up you take your opponent in an air combo, the more damage they’ll get if you finish with a ‘slamming’ move. Also, we’re thinking of letting players customise their movesets by giving a set of special moves to select from before the match, 3s style.
A WAY TO GET OUT OF GETTING FUCKED UP. dont make it something you can abuse, but put it in.
Essentially, we’re under the impression that if you get knocked down, you deserve to be fucked up. However, things like infinites and infinite blockstrings/perfect pressure will be dealt with if they come up.
NO SUPER LOWER TIER CHARACTERS. dont have someone that seems fun, and their design is awesome, but they fucking suck. people scream that balance isnt fun, but honestly thats because no company has taken the time to make something balanced and fun. its another case of people lying to themselves again. you can have a very fun balanced game if you put in the proper defensive and offensive options. there can be health point differences and such, but you know what im saying. make a decent game where someone can push start, be like, i like the way he looks, pick him, and 4 months later he wont be like, fuck, i wish i would have just put in all my time to one of these other characters.
Balance is utmost priority. We’ll need lots of help from playtesters though.
MENTAL CHALLENGE. i think some of us are tired of being dumb down. exhaust our brain a little while playing your game at high level play, but enjoyable for those still at lower level play.
Definately. We’d like to build a game that encourages fast decision making and encourages players to know their combos and their opponent’s tricks to best take advantage of that and to know how to get out of pressure.
there is probably more, but im tired of typing. make a good a.i if you can, and a practice mode with good options. yawn. the best thing you can do for your game is to keep us updated, and ask for our input. dont be what the big companies are. your not them. get on here and communicate with us. keep us updated. let us know which way you wanna go with all aspects of the game, and pick and choose what fits best.