A state of the art fighting game.
I have never been the biggest fan of fighting games, however i have been thinking, and maybe a role playing fighting game would be a cool idea. A fighting gaem where you will have a story mode, and each character will have thier own seperate storys, as most new fighting games do, but in this game, you gain experience to get stronger, earn new items and seapons for use in battle, and even learn new ''spells'' or abilities that you would need to pull off button combos to perform once you learned them.
Also instead of most fighting games with thier arcade style of play, you could have adventure levels where you fight your way through ''side-scrolling'' levels to earn expereince and gold that you can use in some sort of shop to buy new weapons and items for your character.
The game could include hidden characters and weopons to unlock through completing certain tasks or quests...Just a thought guys, i would like to hear some input on this idea.
"To a real warrior, power percieved may be power achieved."
"To a real warrior, power percieved may be power achieved."
Been done, maybe not the side-scroller + fighter rpg mix though. I can''t remember any games right now though.
The thing I dislike about experience is that the xp decides the outcome, not the players'' individual skill.
The thing I dislike about experience is that the xp decides the outcome, not the players'' individual skill.
yeah, sabin from FF6 comes to mind.. had to pull off moves like street fighter to get his blitz moves to work.
i was working with a couple of guys on a design doc for an RPG and we had alot of ideas like this. it was turn based still, but you could anticipate what your opponent(s) would do, and prepare to counter where you thought they''d hit, retaliate, move around, ect..
would be a nice change to the "line 4 guys up and hit the action button over and over until you collect your exp points" crap.
-eldee
;another space monkey;
[ Forced Evolution Studios ]
i was working with a couple of guys on a design doc for an RPG and we had alot of ideas like this. it was turn based still, but you could anticipate what your opponent(s) would do, and prepare to counter where you thought they''d hit, retaliate, move around, ect..
would be a nice change to the "line 4 guys up and hit the action button over and over until you collect your exp points" crap.
-eldee
;another space monkey;
[ Forced Evolution Studios ]
Do NOT let Dr. Mario touch your genitals. He is not a real doctor!
-eldee;another space monkey;[ Forced Evolution Studios ]
I believe Tobal No. 2 had a rpg type quest mode where you ran around in 3d, picking up items and fighting enemies. It''s been so long since I''ve played it though, so I don''t remember if your character ever got stronger.
A fighter/rpg is one I always thought would be interesting and the rpg element shouldn''t be to hard to implement in a fighting game. I always felt most fighting games lacked depth.
A fighter/rpg is one I always thought would be interesting and the rpg element shouldn''t be to hard to implement in a fighting game. I always felt most fighting games lacked depth.
One Must Fall is a perfect example... and a good game too. We took some of the elements of that in my highschool clubs upcoming game, glgpc.cjb.net (check out the design doc)
~EODCyismARDEM
Although you are right about, EXP giving certain characters the edge in a role playing fighting game, that could sometimes add to the fun. but then again...best characters win, and then its not about actual game-play skill. but what if the exp was only used in a quest, or if exp wasn''t a part of it at all, and the entire game was totally based on game-play skill, and had buyabl weapons and items to power up your characters.
"To a real warrior, power percieved may be power achieved."
"To a real warrior, power percieved may be power achieved."
"To a real warrior, power percieved may be power achieved."
I swear I''ve seen a game like this before, but I can''t remember what it was. It''s not really the same, but one of my favorite games (I just bought it brand new for $7, hehe) is Unholy Wars for PSX. The game is turnbased, but the fighting is realtime. But anyway, I think an RPG built around a fighting engine where you "buy" combos, could be a lot of fun. I, for one, would definitely purchase it.
Peon
quote: Original post by Leffe
The thing I dislike about experience is that the xp decides the outcome, not the players' individual skill.
That's a great way to put it, Leffe. However, I dislike xp and player skill determining outcomes. Just personally, I prefer to determine the outcome by the player's choices (and a bit of dice roll).
I'll stop digressing now...
[edited by - flamewill on April 26, 2003 2:00:58 AM]
Blt 'em Blittin' Blips.
There are plenty of games that combine a fighting game or beat-em-up with RPG elements to some extent, but they''ve all limited themselves in significant ways that would make them much richer games.
I had the start of a design for a game that basically took the best bits of Fire Pro Wrestling, River City Ransom, and NWN to create the "Ultimate Set-Piece Fight System" - starting with melee only, with room to expand it to include heavier weaponry in an expansion or something.
Basically, you would build your character from the ground up with a set of hundreds/thousands of hand-to-hand and other fighting moves, basic statistics of physical/mental abilities, and then send hir out into a scenario(which, like NWN, would be relatively easy for users to create) which would allow for some significant plot elements and character improvement... or just a big brawl or a one-on-one like most modern fighting games. (I like the older games and their dozens of enemies on you, however; personally I find it makes for more entertaining gameplay.)
I think it''s a feasable product right now, though I know I couldn''t do it on my own resources(which is why I''ve mothballed it, basically).
I had the start of a design for a game that basically took the best bits of Fire Pro Wrestling, River City Ransom, and NWN to create the "Ultimate Set-Piece Fight System" - starting with melee only, with room to expand it to include heavier weaponry in an expansion or something.
Basically, you would build your character from the ground up with a set of hundreds/thousands of hand-to-hand and other fighting moves, basic statistics of physical/mental abilities, and then send hir out into a scenario(which, like NWN, would be relatively easy for users to create) which would allow for some significant plot elements and character improvement... or just a big brawl or a one-on-one like most modern fighting games. (I like the older games and their dozens of enemies on you, however; personally I find it makes for more entertaining gameplay.)
I think it''s a feasable product right now, though I know I couldn''t do it on my own resources(which is why I''ve mothballed it, basically).
" I believe Tobal No. 2 had a rpg type quest mode where you ran around in 3d, picking up items and fighting enemies"
There is a game called "Ergheiz" <-probably misspelled by (square?) that has you pick up items and stuff during fights.
Also I think the RPG-fighter has been done before in street fighter or some capcom games.. (But so what you can do it too!)
There is a game called "Ergheiz" <-probably misspelled by (square?) that has you pick up items and stuff during fights.
Also I think the RPG-fighter has been done before in street fighter or some capcom games.. (But so what you can do it too!)
this place is lame
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