If anything sir I would like to recommend rooting the series or game in martial arts mythology .FGC doesnt have many games rooted in that anymore and great character design based around actual martial arts and their mythology and the various cultures that have contributed to them will help give the game a solid foundation . feel Character design ,setting and movesets three key factors in a game going over well with fans and having broad appeal that transcendes just otakus etc
Too funny!.. Me like.
Thanks for the thread Alan. Looking forward to seeing how this all turns out.
One thing I’ve always wanted was to remove homing moves, like moves that allow flying full screen and track to an opponent’s position. Characters like Guy, Sakura, Akuma, Gouken, Viper.
I’m fine with them having moves that close the distance, but not moves that track directly to an opponent.
No character should have a homing move that flies them from far away right to an opponent. This becomes especially ridiculous when it’s applied to good characters. They always are allowed to close distance without earning space. Allowing people to have homing moves is as stupid as if players were given full screen escape moves where they flew away from an opponent, full screen, to safety. Stupid.
And no plinking.
Parries:
require meter.
That would be cool imo.
No moves that are executed by simply holding a button down. Please don’t add those. All moves should require at least some dexterity.
Interesting. I had always considered button charges a cool design choice in a 4 attack button game. By holding down a button to charge, you are effectively removing 25% of a character’s repertoire. Pretty decent trade off, I would say.
But I think we’re getting ahead of ourselves again…
My plan is to implement solid base movement scheme, and then continue to add selection of features and options on top which can be toggled at either the game level or character level.
Tune into the Unreal Engine Livestream 2:00pm this Thursday (05.08.14)to hear me and my colleagues discuss the project.
As long as the character has good buttons to trade off for a button charge, it’s a fair trade
but yeah that is getting ahead of ourselves.
Er, I’d say no to button charge. Unless you want to make the spiritual sequel to Primal Rage.
Since he’s working on a framework that others can use to make whatever fighting game they want, the option should be there. As for the basic fighter he’s working on, eh why not.
So I guess the ideas we should be focusing on is adding some mechanics implemented by other fighting games and have them as an option. *though not sure if that’ll infringe on some copyrights :lol:
I guess on that note
•KoF style/or marvel style team options.
•Something similar to CVS2’s groove system to grant characters some universal mechanics.
•3S parries
•building meter via whiffing normals
•Added effects on a move’s counter hit.
•Guilty Gear Roman cancels/TvC baroques
•A plethora of training room options someone else can cover this
•Hitbox viewer would be great
We can add more to this since there’s a shit load of fighters out there with great ideas.
As an option sure, but the game shouldn’t focus on it.
What I really want more than anything, is for you guys to see how easy Unreal 4’s Blueprint system is for non coders to use, so that you get inspired to get in there and start building stuff yourselves.
There is so much expertise on this forum. I would love to see that knowledge put to work in a creative fashion.
That sounds awesome. I’ve heard that Epic may be doing something about licensing UE4 so it’s a little more affordable to Joe Schmoe. Something similar to Unity where it’s free if you’re working with under a million dollars or something like that.
dont forget negative edging. shouldnt be too hard to implement, just extra checks. messing around with negative edge as to do other stuff would be cool too
oh and did you play yata? there is a risk in pressing any parry button in that game, you arnt blocking after missing it.
im very confused as to these homing moves. which moves in particular? Regardless i think its something that should be implemented for when people do want a character to have a move with its properties.
another thing to consider is projectile collisions. with MK projectiles dont collide against each other. Also how about reflecting back projectiles and how their properties and ownership would change
Also moves that can reflect projectiles or the option to toggle them in a move or w.e
So that we can make an equivalent of this game in UE4 IIRC it was releasing on Steam later this year
With toggle-able movement mechanics from other fighting games or whatever.
Multiple sets of frame data and/or properties for moves that can be changed depending on specific factors or states. This would allow, for example, something like a custom combo system where moves and normals can suddenly be cancelled into stuff they normally wouldn’t be able to.
What I really want more than anything, is for you guys to see how easy Unreal 4’s Blueprint system is for non coders to use, so that you get inspired to get in there and start building stuff yourselves.
There is so much expertise on this forum. I would love to see that knowledge put to work in a creative fashion.
What’s your background for programming? Do you have much C++ experience? Are you trying to make a fighter with solely the new blueprint system and scripting trees?
Sorry for being all judgey-judgey. I recently put together a fairly rudimentary 3D brawler engine for for Unity. There are a number of things you have to keep in mind, and it’s not going to play well with blueprints… at least, it will be up to you to assuage my worries!
There’s certain things you’ll want to make sure you setup the backend before having at it with existing tools.
If you’re building a framework for fighters, you require certain systems that aren’t native to the scripting trees. Almost all fighters run at locked frame rates. The reason for this is that scripts/behaviors are tied to individual frames of animation, and that gameplay is a state machine… These animations contain all the data relevant to the character, plus all collision data. You have to build this system for modularity if you want to avoid any kind of headaches.
Each frame of animation, for every character, must be configurable. Things like invulnerability, invoking behaviors/scripts on collision, invoking behaviors/scripts on whiff, invoking behaviors/scripts in entities not even involved with the collision itself, processing animations correctly, launch vectors… Every given frame of animation must be completely configurable. The animation itself (What the player sees) is completely decoupled from what goes on behind the scenes.
You do not immediately tie hitboxes to skeletons unless you’re absolutely sure your skeletal animations pass muster in the gamplay department.
Animations and gameplay are fiercely intertwined. The animation data is what designers and players think about. It’s what drives gameplay. The reason for fully configurable animation frames is that you need a finger in every pie, so to speak, in order to make sure you don’t end up with broken gameplay, infinites and design bugs that aren’t readily fixable.
Collision should be done as simply as possible in a 2D engine. You want basic 2D box collision if you want to be efficient. Unreal doesn’t have support for this unless you want to do some coding. If you want to preserve the functionality for Double Dragon/River City Ransom style gameplay, I highly recommend having a series of values tied to given frames of animation that build 3D collision boxes at run-time (This is pretty chunky, but it doesn’t sound like you’re coding your own collision here). In order to avoid painful grunt work, an external hitbox editor that allows an animation to proliferate it’s required collision data is nice: Import animation, see animation, apply boxes to frames (X,Y,Z,Width,Height,Depth), export for use.
With a 3D fighter, there’s less to think about. Boxes are tied to bones, and require easily visible scale and offset. The same rules for holding gameplay variables on given frames still apply. Everything about your character is in these frames of animation.
The big problem here is that I feel that the blueprint system isn’t built for fighting games. Making a framework for fighters is about having control and exposing the minutia to the designer. Hope you can do it. Show me whatchu gat. It sounds like your nesting a framework in a framework, which leaves me saying “Please just code it outside of Blueprints”
So here’s a list of mechanics that I’d like to see be available (in a frame work, not necessarily all together in one game):
- Different properties on crouch-hit/stand-hit/air-hit/counter-hit.
- Chain combos.
- Highly configurable cancel properties to allow things like rekka moves, supers that can only be done after specific moves or other supers, Roman Cancels, etc.
- LOTS of movement options, multiple jumps (double/triple/etc. AND hops, super jumps), flight, teleports, rolls, sidesteps, dashes, runs, etc.
- KOF style team battle options and tag options.
- Assists.
- Charging, both directional and button based.
- Configurable defensive options such as blocking (duh!), just defend, parry (look at GG slashback and Phantom Breaker Extra, not just SF3), ground/air/throw techs.
- Clashes (GG/BB, Arcana Heart 3 and Phantom Breaker Extra all do clashes slightly differently, check 'em out).
- Stances and modes.
- Multiple meters with plenty of options for how they get used and replenished.
- Bursts.
- More than 2 players. Dramatic Battle mode in Alpha 2 and 3 was some serious fun. Also Smash and the not too well known Nurarihyon no Mago: Hyakki Ryouran Taisen have multiple players in their base modes.
- Time control as a gameplay element. Think Dio Brando from Jojo and Time Arcana time freeze abilities and Viewtiful Joe/Ameterasu slow down. Phantom Breaker Extra also has some interesting slow downs (overdrive in Quick mode, burst, etc.).
- Camera control, fixed/zooming/cinematic/over the shoulder/rotating/etc.
- The ability to change life/attack/defense/weight/etc. properties per character.
- Save state and record/replay functionality, both for training mode type stuff, but also for testing while designing.
- Super/Hyper Armour.
- Fatalities.
Before anyone jumps on this, remember I am suggesting things that should be available as options for a fighting game framework, NOT things I want all together in one game.
- More than 2 players. Dramatic Battle mode in Alpha 2 and 3 was some serious fun. Also Smash and the not too well known Nurarihyon no Mago: Hyakki Ryouran Taisen have multiple players in their base modes.
While we’re at it, how about plane switching ala Guardian Heroes or YuYu Hakusho Makyo Toitsusen.
Plus Taunts. Don’t forget the Taunts.
having buffs via taunts like 3S would be a cool option
unique or universal buffs like next hit will be a counter hit. Which can be grat if there’s moves that has good benefits if done with a counter hit, like say a crumple state from a counter hit poke
Also being able to cancel out of a taunt would be great too. Hell taunt combos from Jojo’s bizarre adventure all star battle would be a cool concept to mess with.
hmmmm how easy would it be to have UE4 accept some sort of scripting language as in game AI?
hmmmm how easy would it be to have UE4 accept some sort of scripting language as in game AI?
UE4 has a feature called Behavior Trees built in, which is for setting up AI. I’ll be starting with that and see how far we’ll get.