If you created your own fighting game

A direct sequel to TMNT Tournament Fighters
-Additional characters to the roster
-3D models, 2D plane.
-6-button, magic series style
-1 tag partner
-comic styled graphics

If there was a marvel fighting game, they can have…

Heroes:

  • Spider-Man
  • Captain America
  • Iron Man
  • Hawkeye
  • Black Widow
  • Thor
  • Ant Man
  • Falcon
  • Wonder Man
  • Wolverine
  • Doctor Strange
  • Rogue
  • Storm
  • Jean Grey
  • Cyclops
  • Ghost Rider
  • Hulk

Villains:

  • Venom
  • Red Skull
  • Crimson Dynamo
  • Sabertooth
  • Loki
  • Doctor Doom
  • Dormammu
  • Blackheart
  • Quicksilver
  • Pyro
  • Magneto

I’ve always had a idea for a game in my head.

It’s called Combo Recess. It takes place in a world of video games–there’s literally a land of Racing games, one of Platformers, another of FPS, among others. The one that matters here is Arcadia, land of fighting games. In this land there’s a boarding school called “Fighting University”, or FU (acronym unintentionally hilarious), that trains characters for fighting games. You go to this school, and you learn all the basics–what kind of fighter you want to be, what your moveset will be like, how you play…this is a very odd game.

In any case, all the playable characters are students at this school. The main character, Net, is actually a guy from the land of RPGs, Phantasia, who managed to recieve a scholarship to FU for whatever bizarre reason. He travels there to learn out why…but he’s gonna definitely have some culture shock, as Arcadia is a place where most problems are solved with fists and everyone can bust out a super when angry. The point of the storyline is to be a sort of up-beat, comical and affectionate parody of fighting games and other video games.

Gameplay was a GG-style anime fighter, with one twist–each character has an adjustable moveset. You can swap out moves in each motion “slot”–like, for instance, Net, had the slots of 236A/B/C, 214A/B/C, 22A, 22B, 22C, HCB, HCC, and so on. Each slot had 2-4 moves for it, allowing you to tweak literally every aspect of a character’s moveset. Certain characters could have entirely different playstyles based on what moves you have selected. One character, for instance, named Judith, could either be a slow, “pet”-style character (she has a robot manservant called HR-01 who you also control in battle) or a zoner depending on what moves you used for her.

Other facets of the gameplay system:

-It was a four-button fighter–A, B, C, and D. D is used solely for movement commands.
-There were cancels similar to GG’s RCs and FRCs, jokingly called “Extra Credits” (alot of the system mechanics had education-related name)
-There was also an ability called an “Install” that let you spend 25 meter to “break” the game–it let you jump or dash-cancel when you normally couldn’t, airdash directly upwards or downwards, among other things. I got the idea from GG’s Jump Install. In this game it’s done by pressing A+B+C and takes 25 meter. You then expend it by simply performing the action that would have normally been impossible. While you have it stored, your meter cannot go above 75 at all–it acts by “locking away” a part of your meter and then using it up.

I would have a 3d anime game with teenage/young adults and plays like Def Jam: Fight For NY

Definitely a Soul Eater fighting game with P4A style control scheme (i.e. 4 button layout) and motions similar to that of KoF.

There woudl be around 30 characters (pretty simple, due to the huge amount of fighting styles present in the series), and some Demon weapons would take up spots as independent fighters (weapon technicians would still use them if they were selected.). Each character would have a finishing move called a “Soul Resonance”, which has a variety of effects such as powering up attack range / power, altering movement, or momentarily halting the opponent’s meter gain. Your meter would be called your Soul Wavelength; using your Soul Wavelength can power up special moves (All special moves would be meterburn), and can also be burned to Soul Break, i.e. the game’s Combo Breaker. There aren’t comeback factors, so to speak, and the timer would be a pretty standard 99 seconds. Some characters have access to double-jumps, flight, air dashes, command rolls, wall clings, and the like to keep movement interesting. Many play styles would be present, but the use of various motions, button commands, and outlying factors would help to differenciate potentially similar fighting styles to make things more interesting (i.e., while Maka Albarn may have a similar, rushdown playstyle to Dr. Stein, but motions and different factors such as hitstun, movement and attack speed, and effects in normal attacks would differenciate them extensively). The story mode would follow the manga, not the anime, as the manga is longer and overall more various as far as characters.

A fanboy can dream, sigh

Something like this

-Lincoln is tall and limber

-He stored shit in his hat

-He liked to build shit

-Had amazing precognition

-He was all into magic and occult shit

Sounds like a keepaway-type character who would throw crap outta his hat and use magic spells. Prolly use his building abilities for supers. I see him being akin to Arthur in Marvel.

Characters include: A girl with a rocket launcher guitar, a boxing vampire, a cyborg cop, an Egyptian pirate with a gunsword, a time traveling pimp with a light saber, etc.
Art style/theme: Anime and mythology
Stages: Amusement park, moonlit wilderness ripoff, a canyon in space, basketball court, rock concert, etc.
Gameplay stuff: Stages could be used to your advantage, super moves will be rather easy to pull off,
Other: Each character would have their own stage and theme music, Samuel L. Jackson would be the game’s announcer, color edit mode, etc.

I also thought of something weapons-based like Soul Calibur, but set in the modern times and most of the characters use guns.

A game that contains elements from Third Strike and Vsav, with no parries, set in the Megaman universe.

“Megaman Dream Arena.” It would be so cool.

Too bad Capcom doesn’t care about Megaman.

I would make a game where footsies and defense came first.

It would be a really lame, pokey game.

Somewhere between Divekick and CvS2 would be what I’d be shooting for.

I would like a 2v2 Marvel vs. DC game (other people have mentioned this).

Something I’d like is for air mobility like MvC2 but obviously it needs to be balanced so non-flight characters can fight fairly. I just don’t like how in Injustice you have characters like Wonder Woman and Superman who don’t really give off that “flight” feel like the MvC series manages to do. Like give agile non-flight characters wall-jumps, air-jumps and air-dashes or something? And the larger non-flight characters can have some sort of knockdown mechanism that gets characters in the air back down. Not sure. But these are superheroes so it should look like the fight is on a big scale (MvC3 feels kind of contained to a small area) while things are happening quickly… overall it should just be epic.

I’d like for there to not be a crazy comeback factor like X-Factor. A simple burst a la Blazblue/Persona would work.

I’d like a teammate option where you can have 2 players for one side but they will both be playing at the same time. I guess it would be like Scramble mode in SFxT but it would be amazing if we could get it to work competitively because it would be crazy to watch.

Really I just want an excuse to play Storm and Wonder Woman together and have them flying around the screen throwing out punches and tornadoes xD

I was in the process of making a fighting game using Game Maker 7. Got the lifebars to work (even figured out a way to use red health to show the amount of damage done in a combo) and figured out how to perform fighting game commands using qcf/hcf/etc as objects and adding Test expressions. Now it’s turning into a platform beatemup for profitable reasons. Some things I was considering in my fighter:

  • No two characters would have the same special command. This forced me to come up with many different kind of character archetypes and commands while preventing a fighting game where 2/3 of the cast have quarter-circle forward as a command special.

  • Commands are mirrored; can be done on any side. This is similar to how SPDs can be done in any direction. This was an attempt to prevent problems where players can only perform moves/combos on a certain side. This also makes the game more accessible. A charge character would be able to hold forward for two seconds, then hit back plus a button to do the move.

  • Corners has walls which can be used to performed combos not possible midscreen. This is more akin to 3D fighters where characters interact with walls via bouncing or sliding off them, though 2D fighter already have corner only combos.

  • Training mode dummy can be turned into any character. This saves the trouble of going back and forth on the player select screen. It also makes more sense to have a character specifically designed for training than to have a regular fighter stand still and get pummeled like a masochist.

Just a few of the ideas I had. Would love to make a fighter if I thought it’d be profitable. Without netplay and a popular IP, I doubt it.

I would like to make a SqurEnix fighting game with Dragon quest and FF characters

lol @ Lincoln as a keepaway, character.

Would Obama be in this game? If he was he’d have to have his speed and agility from years of BBall come into play. I could see him being a rushdown character who would incorporate drones and rousing speeches into his attacks. lol

Maybe an MVC2 Storm or Mags? But with no keepaway abilities what-so-ever.

Each of the four main buttons are instant combo buttons. The top buttons on the controller are transformations and team ultras. You can do up to two dashes, both on the ground and in the air. If you press all four main buttons, you do your ultimate.

There are infinite ultimates that don’t require you to be anywhere near your opponent.

the game would have the control scheme of a smash brothers game (let the hate rain^^), but with health bars and constant knockback.
there would be 5 characters, but you can change weapon, armor, and accessoire. all of those change some properties/moves.
with dealing/taking damage you build meter, which has 2 bars. you can spend a bar on a ultra, which is either a move or a buff.

I’ve dreamed about If I got lucky and won a hundred million in the lottery, I’d have to throw 10 million dollars in to making my own indie fighting game ala Skullgirls. Hell, I’d probably see if Lab Zero be interested. Even if it failed I’d still have my dream game, and who knows, people might be in to it.

It’d be a 2d 2v2 game with a traditional comic book art style. I’m talking some Jack Kirby, some George Perez, maybe some Jim Lee. The roster would be original superhero characters. I’d aim for around 24, that seems like enough to provide some variety. Gameplay I’d like it to be like a less crazy version of MvC3, with no X-factor but more meter generation so super moves can be used more often, as superheroes should be using their powers a lot.

That’s about what I got. Should I ever miraculously get to make this game I’d hire people with actual talent and know how to handle the specifics of making it a good game.

Edit: Ignore this post, came up with a wack idea, no one likes it lmao

http://www.esquire.com/cm/esquire/images/mg/esq-nixon-0113-xlg.jpg

Nixon gon’ be in it. He’s gonna have a slow walk speed, and a slightly less than reasonable dash. He’ll do a lot of damage very easily but will be hard to get in range with. On the fence about whether or not he’ll use a weapon or his bare hands.

Nixon’s super would be a chicken gall neck attack.