Game Development Community

Super fighter

by Dracola · in Game Design and Creative Issues · 08/29/2004 (2:59 pm) · 21 replies

Hey I was thinking of a fighter where good and long attacks could be accesed with one button. They would be easy to dodge and counter so you couldn't string one combo for a win. Projectiles could be caught or kicked back at the opponent. The charecters would also be incredibly strong (like still kicking opponent while pinned to the wall with an arrow). I think that would be crazy fun to play. Other Ideas would be enjoyed!!!
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#1
08/30/2004 (4:03 pm)
Maybe you could make a turn-based fighter. You could select attacks by picking them from a huge list. Or (even better), you could press a bunch of buttons to create some sort of combo. This really makes more sense for combining magical spells, but it might be workable for a fighting game, particularly if it had some magical element.

DBZ RPG's combat showed these long animations whenever you attacked someone. It may have been a little strange, but I'd like to see another game like that.

Though that actually sounds like the complete opposite of what you said...
#2
08/30/2004 (5:32 pm)
Quote:Maybe you could make a turn-based fighter

So in other words, an RPG combat system without the RPG part (Which may I add is the only part I enjoy). If all you did in FFX was fight, without even gaining levels, I would not play it. Let alone if there was no world to explore and no epic story line...
#3
09/28/2004 (1:29 pm)
Yeah a turned based fighter wasn't quite what I was thinking. I was trying to come up with a idea that made it so beginners could pull off cool moves but experience in play machanics could help. And have just an all around cool game to look at.
#4
09/28/2004 (1:50 pm)
Check out the scant information on Phantom Dust. It combines destructible environments, psychic attacks, traditional fight mechanics, and insane super powers into a strangely playable game. It's not worth buying a Japanese XBox to play, but it is fun.
#5
10/06/2004 (6:00 pm)
I'll check out their website it will probably be in Japanese though right?
#6
10/06/2004 (9:03 pm)
I'd like to see a fighter with "bullet time" style slow-mo. Every hit you land successfully would increase your bullet time meter, then you deploy it at your whim to give your opponent a real whammy (or slow down their well coordinated attack). There'd be some interesting balance issues that you'd have to work through, but I bet it could be cool.
#7
10/27/2004 (2:52 pm)
Hmm that would be cool. You would have to have a counter attack or something so somebody couldn't whip on slow mo and whoop everybody. I guess a short amount of time would do that though. maybe some Ideas of other games I like to see new Ideas they don't need to be fighters. One I am laying out plans for now is like a battlefront or DC game where you try to hold enemy bases. Once you have those you can drop troops and maybe helicopters (or some futuristic alternative) will drop vehicles for you. I also got some cool charecters and I was thinking maybe some RPG esque cutscenes to make players more drawn into why their fighting the battle. Theirs my plans maybe we could here some of yours!
#8
10/31/2004 (4:58 pm)
Just be careful not to fall into the big issue with Fighter Style games, where it becomes too "patternistic". So many of these games is learning the pattern of fighting that you can use to best each of your opponents.

A lot of fighter games are good for beginners because a lot of them have a logical ramp up allowing players to get better with their first few opponents. So what happens after the first several games where a player is no longer a beginner and is looking for a more challenging or rewarding experience?

How about a progression of difficulty in which combo's progressively require more and more buttons to pull off. Such as a fighter learning skills from each opponent they beat. You beat the guy with the stick and your boxer now knows "Boxing Pipe" in which you beat your opponent with a stick.

I really like your idea about deflecting other types of attacks. And it would be cool if you are "pinned to a wall with an arrow" to still kick your opponent.

What about giving the fighters a "reason" to fight rather than the "Tournament" or "Saving the World" reasons?
#9
11/03/2004 (6:18 pm)
Steve: I'm not sure if anyone else has mentioned this, but that exact game has indeed been made. It's "Hybrid Heaven" on the N64. I thought it was really fun, actually; played till the very last boss.

In Hybrid Heaven, you select attacks from a menu and learn new attacks from enemies. You can also set combos and get those from the menu as well. It was actually pretty fun.
#10
11/03/2004 (8:30 pm)
@Ben

Wow. Thanks for mentioning it. I had never heard of Hybrid Heaven.

I don't have a N64, so I won't be buying it.

I'm glad to see that there is such a game though.
#11
11/04/2004 (2:07 pm)
Sounds cool. My friend has an old n64 maybe I could rent it. many people have tried to make a fighter fps to no avail. Square even threw out one called "the bouncer" but that was also bad. I like FPS/Fighters, that new unreal has a great deal of fighting gameplay doesn't it? We'll see how halo 2 does with the plasma swords. I can see massive sword wielders being gunned down by a noob with a shotgun... that would suck.
#12
11/05/2004 (7:46 am)
Yeah I liked Jedi Knight because of that. I haven't played JK2 or anything since, but I've heard they were excellent.

Also, I tried to post a link to Hybrid Heaven at Amazon, but it wouldn't work so I had to remove it.
#13
11/05/2004 (2:53 pm)
Hmm I can look on amazon thats a good idea. the Jedi knight games are a good example. My friend has one of the latest but I havn't played it yet. (or is that knights of the old rep.) not sure
#14
11/06/2004 (5:10 pm)
@Ben: I also enjoyed Hybrid Heaven. It would of been better if it wasn't turn based, though.
#15
11/08/2004 (7:30 pm)
@Treb: Another example that I hope you've played is Viewtiful Joe. Reading through this thread, this game is at least a start for what you're looking for. Slow-mo, fast-forward, deflection, easy combos, the works.

@Eric: Yeah I'm with you on that. There's always a powerful move that someone learns early on in the game. The good thing is that this move works; the bad thing is that they keep using it. All you can do is make it cost something, or keep it out of their reach until a much later period. (Yes, the designer has quite an arsenal there.)

@Josh: Oh it could have been better any which way, but it's still good the way it is. [B^)
#16
11/11/2004 (12:41 pm)
I've beaten viewtiful joe and that was definetely a great game yeah that does have a lot of the stuff I would put in. a vs mode would have been nice though joe vs dark joe. I haven't played #2 yet but I'll most likely get it.
#17
11/11/2004 (3:36 pm)
Oh, VJ2 is out now? =(

Amazing what you miss when you sell everything. I had a GC and PS2 and all these games, but I sold them all a few weeks back. I swore I was going to get that and MGS3, but I wouldn't have the time for them now.

BTW: It's a side note, but yes Viewtiful Joe had one of the very best boss fights I have ever played. Yes, it was Dark Joe. I could play that fight all day long and it wouldn't get boring. So I agree, VJ could use a versus mode.
#18
11/18/2004 (1:34 pm)
Sounds Like me I sold my gamecube cursing it for lack hardcore games and then they bring up that new Zelda and other great titles at E3. Darn it will I won't sell my ps2. And I can still get VJ2 for that (with Dante pure fun).
#19
11/30/2004 (1:45 pm)
Isn't there a veiwtiful game for the DS (which looks really good)?
#20
11/30/2004 (1:48 pm)
VJDS is slated for release in 2005, but I don't think the date is set. I believe Gamestop and EBGames are both accepting pre-orders for it.
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