Can you give me an example for a perfectly inputted move (“entered the command for”) where instead some shortcut for DP gets applied?
There doesn’t need to be a formula. If anything, I wish more developers would venture out of the norms and try to create something unique.
Playability and competitive balance are factors out of control of the developers, and will only be discovered by the players themselves after substantial amount of competitive play. Developers can better their chances of creating ‘playable and balanced’ games by taking fewer risks and adhering to old, existing formulas. But that results in less interesting games, not to mention it does not necessarily warrant balanced games at all if anything (as indicated by what a certain major developer has been doing the past 4 years).
I personally give a lot more credit to developers that experiment with new and/or unconventional concepts and fail than developers that heavily rely on their existing resources, both in terms of the game design as well as the intellectual property.
hmm…well I personally hate walking forward, then doing quarter circle forward and getting SRK. The command for SRK is 623, not 6236. I want to do HADOKEN. I shouldn’t have to do a half circle after walking forward.
Well personally, I would like a game with high mobility, characters that all fill their own niche, but also have other options. For example there could be a agrappler character, but they shouldn’t be a glacier, they should have some mobility option. Zoning type characters should have some kind of reliable defense.
Overall I would like a game that focuses on the neutral game, I like combos, but I’m thinking maybe a game where there is a lot of meter (maybe 9 or so) that fills very quickly (and not give the one being beaten up the meter advantage) and a lot of characters options tied to that meter. In this game combos would be limited to 2-3 hits with no meter but with expenditure could easily climb to higher numbers. A zoning character’s most reliable anti air move might be a 1 meter move, kind of like an EX move but not necessarily a version of another move.
Characters would be highly unique, perhaps with their own mechanic similar to Blazblue that really defines them as a character, but these mechanics would still be tied to the one meter system, making meter management a very core part of the game. Characters should also have interesting fighting styles, I don’t like every character basically having a slap for a light and a slash or kick for a medium strength attack.
Rounds would be pretty long compared to most games out at the moment, the first round with no built up meter could easily take 10 average length combos with moderate meter expenditure for the kill. Of course the game would be quite fast, but not so much it’s unplayable so, perhaps Marvel speed, without stuff clogging the screen everywhere a speed like that should be reasonably manageable for the average player. Positioning would play a highly important role in how a match played out, no one should be simply unable to reach a corner of the screen if another character can (yay forced time outs… ((Vlakenhayn))). Being stuck in the corner should be a disadvantage but also quite escapable, lockdown just isn’t fun, pressure would be present but you are not struggling looking for that one move you can jump out of to escape your doom.
I think that is the majority of things I would like, told in a very stream of conscious manner.
This is pretty much what I’m aiming for in my casual side project on working on occasionally right now on my own, going to take a long time with my limited programming knowledge and extremely limited art skills.
EDIT:
Just a couple of extra things I thought of:
- the normal blocking state would be high, I get why it is often the lows that are made fast and safe because it allows the mixup with jumping overheads, but I think it is just more logical in a fight to be blocking in a standing stance and react to the slower low attacks.
- throws would be of the “2 button” variety, they would come out immediately but have a vulnerable recovery and cannot simply be option selected with a heavy attack. Would be techable easily on prediction but not on reaction.
- teleports would be a luxury, not a staple, probably cost meter or are quite unsafe/slightly situational
- in general attacks would all be pretty unsafe, but attacks clash on collision, this is something I know isn’t exactly new, but I want to play with it to get a feel I like
This post was probably very hard to follow.
That’s more or less of an issue yes, but that’s a proper SRK not a “shortcut”.
I have a question. What appeal to people as a player about characters. Appearance? Backstory? Play-style?
Depends entirely character per character,
ie. Testament = seriously just because I love the band that he gets his name from. (I suck really, really, really bad at GG though)
Lambda = Back-story and playstyle, kid of appearance.
Valkenhayn = mostly playstyle, slightly appearance I guess.
Firebrand/Rocket/Doom = playstyle (+ Rocket’s attitude and gadgets and the hilarity of fighting as a Ghosts’n’Goblins enemy)
Cervantes = appearance and backstory, though not for appearance in SCV haha.
Painwheel/Valentine = massive amount of backstory, also appearance for Painwheel (I’m not a fan of fan of overly fan-servicey characters, but Valentine is a cool design anyway)
C.Viper = playstyle, honestly the most intuitive character for me in SFIV
IIRC, DP in most SFs has always counted “any-forward” for the last input.
Virtua Fighter with gems
SF wasn’t my first fighting game, so I wasn’t used to walking forward and then getting a SRK. I have adapted, but it def frustrated me in the beginning. Even now I sometimes forget, but that just comes from not playing the game enough I guess.
6236 isn’t a DP. It seems like I have to come to a complete halt just to do a qcf without overlap.
If you go at it this way: It’s not a QCF, either.
keep the anime esthetics as low as possible + no half-hour combos + no air dashing
I would like one core “System”, Something that can help gameplay out a ton, like grooves or an FADC.
I would like something like Marvel at a quarter of the speed, but in a 1v1 setting.
You know a majority of these things sound a lot like what’s in Skull Girls right now. As far as I’m concerned the best fighter will be out in early 2012.
Then it wouldn’t be “something like Marvel” then.
Unless off course you’re talking about making an awesomely broken touch of death game.
It’s a matter of the input window.
Mike Z’s mentioned that, based on testing he’s done over the years, the ideal input window is 4 frames per direction (with an additional 4 frames when you have to move over non-adjacent directions). So, at least in SkullGirls (where Mike has implemented this system), you have to wait 8 frames after walking forward before inputting the :qcf:.
Marvel Super Heroes.
Games with lots of different subsystems for the player to choose from, that don’t fundamentally kill the ground game. No air combos either, though that one’s not a hard and fast rule.
CvS2 is a good example of it. I’m bad at it, but I still wanna get good at it.
A game that heavily favours good positioning and footsies. Strong antiair normals. No silly invincible reversals except with a meter cost and large risk. If you get put into the corner, The opponent should be able to force you to play their game… Of course, strong normals would allow fighting your way out of the corner.
Some sort of comeback-assisting mechanic might be acceptable, but it shouldn’t be “500 damage if you hit this at random”. An SF4 FADC style thing that uses ultra meter might be interesting. (How would it change SF4 if FADCs on hit used super meter and on block half of ultra meter? Could be limited to unsafe moves only, to allow canceling fireballs for pressure for example.)
no I was talking about small combos, the combos in skull girls are way to long for the game I was thinking of.