Yeah, Last Blade did it pretty well. They got the biggest thing done, which is that you had to press a button and would get a whiff animation if it didn’t work.
When it comes to Street Fighter, I’m probably one of the biggest 3S haters ever, but this is completely false.
Added Jago’s section. Tweaked Cinder a bit. Added description of normals. Tweaked the Super/Combo Gauges.
Now all EX specials, Supers, and Ultras are tied to the Super Guage while Linkers and Combo breakers are tied to the Combo Guage.
In order to perform an Ultimate you must have a full Super Gauge as well as a full Combo Gauge.
I plan on adding an Armor/Parry breaking property to certain moves.
Thats pretty much how I envisioned Parry’s working in this game, and thats what I described in the doc.
I agree to an extent! SF3 sort of blended archtypes together so characters aren’t strictly one thing or the other, which I like! For example Necro has some great long range pokes, but he also has some nasty combos and crazy wall juice. Ken is a great rushdown character but he can also chuck plasma. Of course parries kinda nullify a lot of these things.
I guess you could say that parry’s destroyed the archtypes, strategies, and mindgames of SF2 and created a bunch of new ones.
Parry did not create any new character types that promoted high-level strategies and mind games, it promoted guessing games. Most people nowadays just don’t know the difference between the two.
Any thoughts on the KI3 Doc?
I’d play it. It could use some refinement, like not having an incredibly large focus on meter management, though. You’d never seen half of the stuff get used because you have combo functions tied to a meter that’s also used for breaking combos. If you want to have a burst mechanic, think about the way Guilty Gear and Blazblue (to a lesser degree) implement it.
I think having combo extenders and combo breakers tied to the same meter makes sense. Also I don’t want to have so many friggin meters.
With my proposed system there’s a balance between offense and defense. If you want to do really phat combos then you give up some defensive options, if you want to save up your meter for breakers you’ll have to forgo those juicy combos. Keep in mind you have 3 stocks so you should have plenty of meter to play with. I think its pretty fair and it forces you to be a bit strategical.
BTW which is your favorite Guilty Gear?
i dont want you to take this in the wrong way but what is this thread about ?
is it your are going to atempt to make a ki3 ?
if so im with you 100% of the way !!!
if you need help with it i think you should post here to :)!
Sorry this is just a theoretical exercise for fun. I like writing game docs and I think KI3 is long overdue.
However in real-life I’m working on a flash fighting game with my friend Robert. Its called Spectrum of Violence, check out the prototype here http://studiohunty.com/spectrum/
Its a work in progress but our ultimate goal is to someday get it out on PSN and XBLA, maybe even WII U.
the game wont work for me, a white flash comes up and nothing happens
oh its ok working now
but the button lay out is annoying.
you should change the walking commands for p1 to the directional arrows <,>,/,^
Yeah the prototype is pretty rough, no button config. Of course the final version would have customizable controls.
BTW Player 2 uses arrow keys for movement.
I actually got used to the controls lol.
ah ok. well thumbs up and good luck with the project.
i plan on doing work with computers in college.
i wouldnt mind having the tools to create my own fighter
Accent Core is the best GG. Also, the flash fighter was actually pretty cool, hope you guys flesh it out more and make a thread in FGD.
Thanks guys! Were in talks right now with a publisher. Hopefully we can make Spectrum of Violence happen! I’ll definitely make a thread if we actually get the project in full production. We’ll probably make a blog and everything.
Until then I’ll keep fiddling with this KI3 Doc
Parry AND combo breaker will break the game offensively. Remove the parry mechanic of the gameplay and leave in the c-c-c-c-c-combo breaker. You have to have meter in order to perform an Ultra combo? I’m not liking that at all… it’s like requiring you to have meter to perform a Fatality.
Well, as a long time fan of the series, I would like to jump on board the project IF this becomes a reality. A lot of things to look at here when it comes to the licensing and IPs. Which was why we never saw it on the Wii’s Virtual Console. Where is Ken Lobb when you need him? Is he still working over at Microsoft?
-Rotendo
Cinder burns through the opponent? Fuck that.
One of the reason I liked MK so much was because it focused on doing cool fighting game shit rather than just resorting to lame gore spectacles to appeal to 12 year olds. It was more about the spectacle from combos and specials and less about the gorey bullshit, unlike MK.
OH sorry wasn’t talking about KI3 in that comment! Sorry for the confusion! I was talking about my own fighting game I’m working on. Look at the previous comments
I’m assuming you meant to say “One of the reason I liked KI so much…” Anyways if you remember in KI1 Cinder had a fatality where he summoned a pool of molten lava underneath his opponent and burns them to death. He also had a finisher where he performs an inferno that reduces the opponent to ashes. I remember ultimates and danger moves being just as gorey as MK. Also lots of blood flying around every time you take a punch (it was a bit obscured in KI2 because of the ridiculous hitsparks).
But maybe you are basing your opinions on the SNES version of the game? That version was pretty neutered compared to the arcade releases.
KI1 and KI2 Finishers: http://www.youtube.com/watch?v=0l-qYQmZC9w
There are a couple reasons why I made Ultra’s require meter (3/4 meter to be exact)
[LIST=1]
[]I wanted them to be used during the match, not just when your opp is at 20%.
[]They are UNBREAKABLE and UNPARRYABLE. Something that powerful/useful shouldn’t be free.
[/LIST]
And I have similar reasons for why I made Ultimates require full meter.
[LIST=1]
[]They instantly end the match if they connect (you can only perform an Ultimate when opp is at 20% last lifebar)
[]They are also UNBREAKABLE and UNPARRYABLE. Again something that powerful/useful shouldn’t be free.
[/LIST]
Parry’s are very punishable on whiff, in addition every character has a special move that can break through parry’s. Also Supers, Ultras, and Ultimates cannot be parried/broken.