Damn right Andrew is Badass. He’s like the Brock Samson of presidents. He would have a style similar to Cable in MVC2 and you’d have to incorporate his thirst for duels into his special attacks. I wonder what sort of fighting style Lincoln would have?
One where you had to choose two characters, but only one will be fighting per round, which can be chosen via button press before each round starts. The character not in play will use assist attacks when an assist meter is filled by taking damage up to a max of two meters with one meter doing some regular attack to extend combos or applying an effect while 2 meters will do something drastic like an unblockable or a super with different effects (eg 5 seconds of super armor for the character in play) or can be used to break out of a combo by calling the assist to stop the attacks but in turn locks the assist meter for the whole round. A stock is filled when the character takes up to 30% damage. The assist meter is locked for the whole round if the assist gets hit.
Rounds are a best of 3 normally and is fast paced.
A 6 button system with the punches and kicks, with preset chain combos that are to ease up hit confirming or to extend combos. Special attacks are done the usual SF way, along EX versions that can juggle or finish combos which require a stock from a 3 stock super meter. 2 stocks doesn’t do anything and 3 stocks are for a super, usually flashy multi-hit attacks but sometimes special effects like being able to cancel all attacks into another.
And last but not least; Airborne foes cannot be hit by low attacks. No, I did not get mad over getting hit by a low attack while jumping. I just think this would be interesting to experiment with.
I would make an open source modular fighting game where the default roster is generic archetypes and customizable at the server level with custom fighters downloadable to a cache on connect, fighters being single file archives loaded without manual configuration - like some sort of Mugen done right and easy (partly inspired by how Q3A and Unreal games do things with checksum verification in packages and object script), designed for network play.
Too bad the end result will mostly be “smash” servers and no one would ever take it seriously and it would carry a stigma from doing so for being a framework of a poor kid’s “smash”.
I was hoping to see more of this game around, the art and animation so far have looked really promising! Are there any ideas about what the specific gameplay will be like in the end product (ie. will there be teching, supers, unique/novel mechanics), or are those ideas still in development?
My dream game? The most fraudulent fighting game ever.
Theme:
Adult Swim Characters. They are animated all shitty like (like older adult swim stuff), with few animation frames and recycled moves. The lack of quality is made up for in quantity, with over 50 playable characters. Some are memorable, some are obscure.
Gameplay:
Single character. BO5 with no breaks, health doesn’t regenerate between rounds (like Darkstalkers). Everyone dies in two combos (except pixies, who die in one). Meter for getting hit. Blatant comeback mechanics. 8 directional airdashes (not for everyone though). Characters with 1 frame jabs. Magic series. Divekicks. Hyper Viper Beams. Infinites no one uses because they give away too much meter. FATAL KO’s!
Why:
There are enough “quality” fighters out there. Here’s a game where you pick a character you vaguely recognize and mash buttons until it works.
You know, until you eventually get bored and return to a game other people are playing.
There’s a line between just bringing up “legitimate problems” and just flat out posting negative shit about something every single time and you have crossed that line multiple times over.
And for the record, I like how Skullgirls plays - I like how it’s a balanced game that plays somewhat like a mix of MvC2 and XvSF. I like how Mike has take stuff that he likes from MvC2 (invulnerable assists, double snap infinites, push block guard cancel, etc.) and made them work in the game. I like how the system makes both long TOD combos and shorter reset combos viable. I like the small touches like 360 jump protection, mathematically calculated input windows.
Mega Marvel Battle Royale (smash clone with Marvel characters).
-That fun crazy multiplayer party gameplay that smash bros has, but with popular Marvel characters, stages and items
-Simple Smash bros controls and overall gameplay with enhancements like meter moves (ex, supers, counters)
-Good online experience
-Balanced for competitive play (1 vs 1, 2 vs 2, 3 vs 3)
-50 popular Marvel characters to choose from (each have their own moves, specials, supers, abilities and movement options)
Probably not a pure fighting game, but i have always wanted to see something like this happen ever since i played Smash bros and Marvel Super Heroes when i was a kid.
I would like a game that has two meters, one that builds through offense (just like a super meter) and one that builds through good defense (lots of good blocks and throw techs), that gives the player access to a “super” move that does something defensive, such as takes time off the clock or gives back health.
For a 2d fighter, I can’t think of anything gameplay wise that Skullgirls didn’t already do better. And I can’t think of anything aesthetically that Guilty Gear didn’t already do better.
My 2d fighting game life is complete, basically.
Now if only there were more games like Anarchy Reigns…