Ideas you'd like to see in a fighting game

lol

…seriously.

A friend and I have been tossing around ideas to make a 2d fight game. Only a little code has been written so far, but we’ve got some solid ideas.

Player profiles are also a good viable idea. This also allows a player to set his control preset. I find it irritating that we reset so many matches because we just swapped from Pad to Stick and someone needs to reset their buttons. It’s like the one pre-match customization option GGXX/ overlooked. (I mean, you can pick your music in that game… )

Player profiles just aren’t so good when you consider random ‘public’ casual play, but if it’s primarily for internet use then it’s fine. I forget it’s for PC, and not other. (We’ve been looking closely at XNA because of it’s 360 cross compiler, which is really just a special version of the .NET compact framework. Whenever XNA Pro comes out, it’s going to become more viable to target the 360 and the PC pretty much simultaneously.)

The irony is, you’re completely wrong. Had anyone in this thread really cared, they’d have used the search rather than posting this topic for the billionth time. You know, like it says to do in the rules.

http://www.shoryuken.com/forums/showthread.php?t=114247
http://www.shoryuken.com/forums/showthread.php?t=105776
http://www.shoryuken.com/forums/showthread.php?t=108123
http://www.shoryuken.com/forums/showthread.php?t=111796
http://www.shoryuken.com/forums/showthread.php?t=98563
http://www.shoryuken.com/forums/showthread.php?t=92797

Man, you’re right, but I don’t think it would do anybody harm to harvest fresh ideas for 2006, especially that the most recent of these threads is over a year old now, eh?

Besides, I see that the other threads either talk about abstract features, features specific to a certain existing fighting game, or a fighting game that’s not similar to the one I’m working on.

Anyhow, thanks for the links.

I’ve been considering XNA, too, but I had to ditch it because it’s so limited (when it comes to distributing the game and online play). I think you should reconsider using XNA if you’re serious about your game, too.

And it’s true that profiles would be cumbersome when it comes to casual gameplay. I was trying hard to find a scheme to accommodate both the profiles and casual matches, but maybe I should just stick to the profiles for now.

XNA Beta 2 improves things quite a bit over Beta 1. It’s true that it’s limited, at the moment, but as it matures it’s got the potential to turn into a good platform. Considering that we don’t have time to move quickly on this, between classes and co-op, XNA’s reletive infancy isn’t so much of a detriment. We can be patient, learn it as it comes out, and maybe be set by the time it’s good. By time we’re ready to move full on this, it may have matured fully into MDX 2.

-Elemental attributes/properties for stages, characters and attacks. For stages, take CvS2’s Dojo Rooftop for example. When there’s the thunderstorm then that’d calculate as (Water:Strong/Constant, Wind:Mild/Constant, Electricity:Strong/Random). Water would have the effect of making fire attacks weaker(Ken fierce DP) and making electric attacks stronger(Benimaru attacks). Wind has the effect of pushing characters in a certain direction at a certain speed and slowing down or speeding up projectiles. For lightning you’d take a bit of damage and be put in hit stun for a bit, you’d only be able to block it by crouch blocking. Lightning would be telegraphed by a flash of light one second before the bolt comes down. Lightning would be attracted to metal and electric element. For ice you’d be at the mercy of inertia. If you jumped then you’d have to land by crouching to keep from slipping and falling down. If you hop/small jump then you won’t slide at all. A mostly metallic character would take more damage from an electrical attack unless maybe they were using a special move that took in electricity and turned it into super meter.

-Using supers while the super meter is empty at the expense of your health bar. Also having the choice of sacrificing a bit of your health to strengthen a super(if you use super meter to do said super).

-After selecting your character(s), you’d then be shown a list of all the character’s available specials and supers and you’d have to choose which of them you’d be able to use in battle(no, you can pick everything). The less skills you select, the more damage you’ll do(the absence of supers makes a character considerably stronger). Take Kyo Kusanagi for example. Every special and super made between 1994 and today would be available, but there’d still be a positive in only having 3 specials and 2 supers.

Screw physics. You get hit, you fly all the way up to the top of the screen, and then you bounce off and back to the ground. We don’t need any Havok engine bullshit producing watermelons all over the town square.

Two post-match ideas: a statistics screen which allows you to examine, in depth, the stats for the match that just happened, and a replay function, where the match is automatically available for replay immediately after it happened. These two functions could even work in tandem: for example, on the stat-sheet you look up which combos were landed, and next to the combo information you get a window replaying the combo itself as it happened in the match.

And of course the option to save it all.

RE: physics, I agree that it isnt important to make them realistic as such (this world isnt exactly the most friendly for spectacular fighting, look at the UFC hug-a-thons), but I do think they should make sense within the game. For example, Alpha 3 crouching strong as anti-air doesnt make much sense. Anti-air moves obviously are moves that start low and rise to meet the airborne opponent (aka uppercuts!), unless there’s some good reason otherwise (projectiles, counters, other quirky moves etc).

And don’t even get me started on Fei Long’s crouching fierce…

Oh and maybe Kata moves to use to build meter instead of whiffing normals, although I guess S groove and KOF games has this via the charge-up move.

This sounds alot like what Rare did in KI2 with the paper/rock/scissors type countering system it had?

This is something me and my friend were talking about putting in a 2D fighting game idea that we were throwing around…lol. I’m just wondering if this would make the game too technical, and turn players away from playing it seriously? Some very innovative and unique ideas RS! :tup:

Then again, If anyone here has played Taito’s Global Champion? It sorta had something like what you just mentioned (sorta???)…In that when you slammed your opponent about, you slowly started to destroy the stage (which I think was pretty cool) and in turn, when you break it enough, you’ll open what’s called a Power Zone, which will power up one of your Special Moves. I wish Taito would have developed this idea more and not taken it out of the update Dan-Ku-Ga as I thought it was pretty innovative. But then again, when you were powered up, just doing a special move could take off half of your life bar! :looney:

you would be right except every post past the first one doesnt matter to that regard.

In Tekken 4, Lee Chaolan’s big launching kick could do that to you in stages with a ceiling(the parking lot).

If it is a 2D game, I would love to see a grappler character with chain throw options. They obviously could do SPD damage, but something similar to Ramon from KOF but with Angel’s chain move list for her specials.

In any game, 2D or 3D, I want to see more options for defensive or evasive options. That is what I love about GG, even though I can’t play at a decent level for shit. I like it when you can do more than just a standard block.