Hey guys, new here to Shoryuken forums but not new to fighters, though to be honest 'm nowhere near a hardcore player, 'm about average at best in CvS2, SSBB, 3S and SF2 and have played a bit of GG and have Melty Blood on my PC.
Point of this is despite my lack of hardcoreness I am getting into a project to help create a fighting game('m an artist and not a designer but have always wanted to make a fighting game) so 'm looking for discussion and suggestions on how to make something new and easy to pick up but hard to master, and something that will be different from what’s out right now and won’t focus on just a handful of characters in tournament play.
Anyway so…game idea I have in mind… right now it’s just a few character pics and docs won’t include story or anything, just specific points since it is in very early production.
The two biggest things I want to do is a) give players a larger measure of customability before and during matches and b) make every character worth playing and able to compete.
For point b, I want a cast diverse enough with each character having a different set of options to successfully combat everyone. I know not everyone can be equal or it makes for a dull game, but I want every character to have a set of abilities and options that make them dangerous in both an extremely skilled and a semi skilled players hands, if that’s at all possible. As I said 'm no hardcore player and I know Yun, Chun, Ken, Bison, Blanka, Sakura, Cable, Sentinel and Magneto players are all damn good at the game they play but I would really like to see this game lead to tournament play where a large cast of characters are used by a large cast of players with various levels of skill. My goal is to have characters with move sets and options that will feel familiar but be different and even break some of the cliches, maybe in just small ways like the wrestler character not being a huge buff guy or a luchador, but small steps can lead to big changes.
As far as a is concerned… by customability I mean to include a large color palette for the characters(20+ colors), a pre-set stat change option(raising STR/DEF and lowering SPD/AGI, etc), two different “groove” type systems(more on that later) and a combo system that supports throws as being part of it.
So those are my biggest plans for this game… however some input 'd like…
I want the pacing to be somewhere between 3S and Guilty Gear… where it can be slow and tactical, playing footsies and such to open up opportunities or it can be quick and flashy where it’s a barrage of movement.
Also… the “groove” type systems… using only two, one based on defense(C Groove from CvS2 basically but with one meter) or offense(combination of S and N grooves from CvS2). However 'm torn between using those two or using a 3S type system… pick one super(though have access to 1-2 ultimate moves when meter is maxed out) that has 1-3 bars of varying length.
So any ideas or suggestions would be cool… not going to post up any specifics yet as it’s still a long way out from even thinking about production. Thank you for any help, especially since as I previously said 'm not extremely well versed in fighting game mechanics.