If you created your own fighting game

UMvC3 Morrigan with MvC2 Doom Rocks assist.

MvC2 Cable with Hidden Missiles assist.

I just wish Mvc2 had Arthur in it. When I was like 8 my brother told me that Arthur was playable to get me interested, knowing how much I love Ghouls and Ghosts. Needless to say I was extremely disappointed when I realized that he had seen a screenshot of the Arthur assist in Mvc1 and had mistaken it for Mvc2 gameplay.

Would assrape Sentinel in any way, shape, or form…

Would no longer lose to Storm…

Magneto with Haggar lariat… smh

Hidden Missiles is a direct nerf to MvC2 Storm.

I’d create a FG where the characters would actually be the player’s themselves. that would be funny.
eg Daigo would have Ryu’s movesets and style, Sako’s Bulleta’s moveset, Infiltration Akuma’s, J Wong Rufu’s etc,

No need to connect yourselfs with an animated character when you have the real one in front of you.

Justin’s only known for being a Rufus player in this generation. I grew up with him being a MvC2 Storm player and a Chun player in 3S… The Rufus thing is still so foreign to me when people talk about Wong. Just like Ricky Ortiz will always be Sakura to me.

Justin will always be an SF4 Chun player and an MvC2 Marrow player. Fuck the haters.

Son… He fucked me up once with Marrow / Cammy / Cyclops at Chinatown Fair… I was just looking at his fat face like, “Seriously bro?”

Aesthetically speaking I kind of what a comic book style fighter, with 3-d cell-shaded style to it. Like Viewitful Joe, Borderlands, Madworld,Killer7,etc…but in the form of western comic book. Artystyle would be stuff like this, but cell shaded in color.
http://www.artofmikemignola.com/sites/default/files/gallery_final/Image_02.jpg

I just want a fighter that looks like a comic, like how GuilIty Gear’s artyle makes you think “if there was an anime of this, I would watch it”.

Gameplay wise i am not sure if I want it to be 2d or 3d, but I wanted a 4 four limb fighter where you use real life looking animals. Less Antromorphic animals, but more cat looking like cat. Using Kuma in a bear stance, but with a lot more differently looking animals. Like a Griffion, A bearshark,etc. I kinded of want a survival of the fittest tone to the game, and the game is more about outsmarting the opponent. So footies, fundmentals, basic but advanced style fighter game . The game existentially takes MLP’s idea of 4-limb animal concept and turn it into a game similar to Street Fighter’s HF, Bushido Blade, Samurai Showdown II elements to it.

I’m doing something of the sort

  • Setting

WW2 mixed with medieval fantasy elements.

  • System:
  • Four attack buttons, SNK style.

  • Combo system based on links rather than chains, with some target combos. Juggles and OTGs possible. Combo length controlled by a bar that represents how tired the character is. All attacks fill some of it (amount specific for each move), and as it fills you get more pushback, scaling and gravity penalties. It recovers quickly when the opponent is not in hitstun/blockstun or in an comboable state, so it doesn’t get in the way of regular move usage.

  • Universal defensive mechanics: Instant blocking (gives some more meter than regular blocking and reduces blockstun by a couple of frames, halves chip damage) and guard cancels (consumes meter). No air blocking.

  • All characters have their own “systems” to make everyone as unique as possible. Every character has one “personal action” like a parry (that instead of bypassing chip damage actually causes you 2x damage, but in exchange gives you the usual parry benefits and a 25% damage bonus for a time tied to the damage you took) for the grappler, feints (and the ability to use them to extend strings and combos with them) for the pressure character, EX moves for the magic user, etc.

  • Each character has a meter based special ability similar to Darkstalker’s Dark Forces. Upon activation, the character gets some special benefits (damage/super armor/extra moves or mobility options, etc.) for a set amount of time.

  • Different mobility options for each character. Mixup/pressure characters can run and/or have hops, super jumps or airdashes, the grappler and zoners have dashes.

  • Three meter stocks. Meter is gained only by attacking, blocking and instant blocking. Getting hit and whiffing normals gives no meter, some specials give meter on whiff, some don’t.

  • Guard breaks (Garou style length). No dizzies.

The game that i am programming has elements of the games that i like.
Is no secret that for me GG is one of the best games of all time (with CVS2 being second in my top 10 list), so is natural that my ideas are inspired by some elements from the game.

The game has the usual stuff like Barrier Guard, Alpha Counters, Bursts, Instant guard.
I also added Hitstun scaling and gravity scaling to the game, the engine allows to have guard breaks but on the currently plan they are not enabled since i feel that at least for now is not really necessary to add them, it also allows for parries but i am not sure if i want them as an universal game mechanic or something more character specific.

Like GG and BB my idea is that every characters has his unique gameplay style and unique abilities/ mechanics. Now, i have the characters grouped by “themes”, those who manipulate shadows, those who manipulate time and space, those who manipulate mass/gravity etc, etc.

The engine allows at this point stuff like “roman cancels”, ex moves, etc. But not every character has access to all of those mechanics and they work differently depending of the family.

For example, on the shadow family at this point i have a character that has shadow cancels where in the same vein of the false roman cancel the char cancels the animation of its attack and is free to move while a shadow is left in place, this shadow would execute the move when the player release the button of the attack, this allows this character to make nasty unblockable setups.

On the same shadow family there is another char that works similarly, but instead of being a cancel it works more like the force breaks on GG, so the move come when the player does the move with the button combination that triggers the FB, of course in order to balance the reward ratio, the character is not free to move immediately like the shadow cancel user.

I am trying to have diversity of archetypes on every family, and the same time different levels of accessibility.

There is another mechanic that i added long time ago (sadly now that SG is out many people would think that i ripped it off from that game :rofl: ), besides the safe guards found on GG against infinites i also have something similar to the burst from the ips of SG, the difference is that is not triggered by the amount of normals but from the health, right now every combo will end scaling to zero, at this point the clock will freeze, the super gauge and burst gauge (originally allowed a free burst ala ips, but i changed it) will start to fill faster allowing the player to get resources more quickly, this of course is in case that an infinite happens, but ideally it would be a really rare sight to happen (if ever) since the game is being designed to not have LOOOOOOOOOOOOOOONG combos, think about GG where the combos are not that long unless it use a lot of meter and still are not really long.

I really don’t have anything against games with long combos, there are some of these that i enjoy, but i preffer a games with a good pace like GG.

Another thing, though this is more something about aesthetics, every character has the same amount of health, but all of them have defense modifiers, so characters with high defense have more protective gear on them than chars with low defense :stuck_out_tongue:

I am currently working on refining the engine and the character designs (gameplay wise).
I want to toy the archetypes, like having a zoning grappler, where his optimal range is mid long range instead of close range like is typical of this type of characters.
Or a speedster that is not really frail or that doesn’t hit hard.

Like i said, not every character has access to all the mechanics and not every char uses them in the same way, some chars can take more advantage of some than others, but i am trying to keep a balance between the risk reward ratio, the same happens to the mobility options btw.

I could go on on many other things that i am planning/adding to the game, but i will take more than a single post.

Here are some character designs of what i have in mind (they are only illustrations, nothing in game)


(it should be Guilt Wielder >_<)




BTW, the (tentative) name of the game is Oblivion Agony
An in the spirit of all the air dashers it doesn’t use stuff like round 1 fight, fuck that plain shit, lol.

If I made a fighter, the fight intro announcer dialogue would go
BREAK FREE FROM YOUR REIGNS! STAGE 1, DUEL!

I also would have a hard time designing characters. Not because of a lack of ideas, but because the characters I’ve already come up with, have huge move lists. The main character would have multiple stances, power up supers that stack and change up his movelist a little bit at a time (becoming more feral and reckless with his moves), a dive kick (not a capcom dive kick though :p), a projectile, a command grab, etc etc. Someone joked that it’s basically be an unholy fusion of wolverine, dante, and wesker.

Justin will be 3S Chun except that his SA2 is automatically parried by Daigo.

If I were to work on an existing franchise, I would have no idea what to do, really. But if I were to create something new, I’d emphasize on air combat. Crossups vs Antiairs are fine and all, but there could be a lot more to it, if you gave characters a bit more freedom of movement.

I have an idea for a fighter; don’t know if it should be 2D or 3D though (or where to start programming wise)

Didn;t Rumble fish apply something like this?

Yeah, The Rumble Fish (at least TRF1) has 2 bars on for Offensive Arts and another for Defensive Arts.

I’d post my idea for a fighting game here, but I don’t want anyone to steal my idea

How about a game starring past and present martial arts stars?

Yeah that’s the problem with posting ideas on forums.