fighting games
what is a good fighting game design besides having female characters with huge tits?
Uh, I think I will ignore the above comment.
My ideas:
Have a large variety of moves. Although it can be quirky to think that you pressed the same combination twice but you don''t perform the same move, but being able to break someones kneck while standing up while you smash their left kneecap is a plus.
Fluidity. There should be certain element of being able to move smoothly and attacking instead of ducking, coming up and kicking them in the chest. It makes it look very non realistic. Instead, you should duck, and as you come up, kick them.
Blocking. I don''t know exactly why, but a bad blocking scheme just doesnt look right.
Realism in regard to location. Assuming that this is a fighting game and not some wierd anime game ala gamecube, I don''t want to be able to slam my hand into the back of their head and just have them come up and attack. I want to see them getting knocked out!
My ideas:
Have a large variety of moves. Although it can be quirky to think that you pressed the same combination twice but you don''t perform the same move, but being able to break someones kneck while standing up while you smash their left kneecap is a plus.
Fluidity. There should be certain element of being able to move smoothly and attacking instead of ducking, coming up and kicking them in the chest. It makes it look very non realistic. Instead, you should duck, and as you come up, kick them.
Blocking. I don''t know exactly why, but a bad blocking scheme just doesnt look right.
Realism in regard to location. Assuming that this is a fighting game and not some wierd anime game ala gamecube, I don''t want to be able to slam my hand into the back of their head and just have them come up and attack. I want to see them getting knocked out!
i love playing fighting games.
my favourite was marvel super hero''s because of 1 reason. combo''s. Make sure there are plenty of combo''s and characters to choose from.
try to stick to a theme. Darkstalkers had the best fighting theme in a fighting game.
keep the combo''s flowing.....
my favourite was marvel super hero''s because of 1 reason. combo''s. Make sure there are plenty of combo''s and characters to choose from.
try to stick to a theme. Darkstalkers had the best fighting theme in a fighting game.
keep the combo''s flowing.....
I think I in turn will ignore the above comment about "weird anime games", other than to say that Street Fighter II created the fighting game as we know it. Nuff said.
I''d like a game where you can make your own moves and which has realistic hitmapping and physics. See this thread for more details: Custom moves etc.
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-SpittingTrashcan
You can''t have "civilization" without "civil".
I''d like a game where you can make your own moves and which has realistic hitmapping and physics. See this thread for more details: Custom moves etc.
---------------------------------------------------
-SpittingTrashcan
You can''t have "civilization" without "civil".
----------------------------------------------------SpittingTrashcanYou can't have "civilization" without "civil".
Interactive enviroment.
Double Dragon II had a more interactive enviroment than a lot of fighting games. Some new fighting game (Teken4?) boasts a more interactive enviroment. Haven''t seen it, can''t form opinion.
Double Dragon II had a more interactive enviroment than a lot of fighting games. Some new fighting game (Teken4?) boasts a more interactive enviroment. Haven''t seen it, can''t form opinion.
Personally, I thought Tekken 4 sucked (Tag was more fun). Level interaction is definately a great thing to have. Imagine being able to kick up a cloud of dirt from a desert landscape and provide a split second worth of cover.
As for characters, vary their styles and moves. There''s no reason to have more than one character that does the same moves (that was the problem w/SF2 between Ryu and Ken). Capcom got smart and finally changed them enough to be different from each other. SF2 innovated the genre, but didn''t create it.
Combos are a must, but shouldn''t be required. That''s what was fun about SF2 as well. Only problem w/SF2 was that the combos were limited to like 2-3 hits. Looking at a game like Killer Instinct, that went overboard on combos. Look at the earlier Mortal Kombat games - almost no combos to speak of, but fun regardless.
Controls should be fluid, not jerky or non-responsive. Make sure that the newbie can play it, but not just have to mash buttons to beat a seasoned veteran. You want it easy to use, but good enough for skillful players to be able to show their stuff. I can''t stand playing a game like Tekken with somebody that mashes button Eddie Gordo (sp?) style
On a side note - I hear the Agetec is making Fighter Maker 2 for the PS2.
As for characters, vary their styles and moves. There''s no reason to have more than one character that does the same moves (that was the problem w/SF2 between Ryu and Ken). Capcom got smart and finally changed them enough to be different from each other. SF2 innovated the genre, but didn''t create it.
Combos are a must, but shouldn''t be required. That''s what was fun about SF2 as well. Only problem w/SF2 was that the combos were limited to like 2-3 hits. Looking at a game like Killer Instinct, that went overboard on combos. Look at the earlier Mortal Kombat games - almost no combos to speak of, but fun regardless.
Controls should be fluid, not jerky or non-responsive. Make sure that the newbie can play it, but not just have to mash buttons to beat a seasoned veteran. You want it easy to use, but good enough for skillful players to be able to show their stuff. I can''t stand playing a game like Tekken with somebody that mashes button Eddie Gordo (sp?) style
On a side note - I hear the Agetec is making Fighter Maker 2 for the PS2.
Jim Adams, Author"Programming Role-Playing Games with DirectX""Advanced Animation with DirectX""Programming Role-Playing Games with DirectX, 2nd Edition"
virtua fighter 4. just copy that and you''ll be fine (maybe add a throw button to make life easier )
What about weapons?
Soul-calibur is still my favourite fighting game. Lots of moves, lots of different weapons, good learning curve, tons of options...
And it had some gals with big tits.
Soul-calibur is still my favourite fighting game. Lots of moves, lots of different weapons, good learning curve, tons of options...
And it had some gals with big tits.
I''ve noticed that no one has really mentioned AI.
I think a good fighting game needs a good brain! The ability to learn how YOU fight and have the computer adjust it''s strategy forces the player to stay on thier toes and perhaps pick up other characters.
BTW: I may not like the idea of characters having the same MOVES, but having a consistent interface allows for people to play multiple characters.
I think a good fighting game needs a good brain! The ability to learn how YOU fight and have the computer adjust it''s strategy forces the player to stay on thier toes and perhaps pick up other characters.
BTW: I may not like the idea of characters having the same MOVES, but having a consistent interface allows for people to play multiple characters.
You''ve never seen anyone like me, and you''ll never see anyone like me again!
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