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Next gen fighting?

Started by February 05, 2004 02:26 PM
12 comments, last by viator 20 years, 11 months ago
Imagine some fighting game where you create your own fighter (body, skins, all phys params etc.) and then create his own moves (kicks, punches, throws, reversals ... - somehow). I know it''s very difficult but the result can be very interesting. What do you think? Any other ideas?
There was actually a game for the Playstation called Fighter Maker. You didn''t really get to create your own body and skins but choose from pre-made ones. You did get to create your own punches, kicks and moves. It wasn''t that fun though. It took way too long to create anything and when you did finally get something to work it wasn''t that spectacular. You were basically given some pretty week 3d animation tools and after you created your animation you assigned it which keys activated it. It did come with some premade characters but the fighting wasn''t that good. I think to actually get something like this to work you would have to first create a really good fighter that people will want to play on it''s own. Then just release the tools you used to develop it to the public so the people who really want to take the time to figure it all out can and the others can just play a fun game.
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quote: Original post by monkey8751
There was actually a game for the Playstation called Fighter Maker. You didn''t really get to create your own body and skins but choose from pre-made ones. You did get to create your own punches, kicks and moves. It wasn''t that fun though. It took way too long to create anything and when you did finally get something to work it wasn''t that spectacular. You were basically given some pretty week 3d animation tools and after you created your animation you assigned it which keys activated it. It did come with some premade characters but the fighting wasn''t that good. I think to actually get something like this to work you would have to first create a really good fighter that people will want to play on it''s own. Then just release the tools you used to develop it to the public so the people who really want to take the time to figure it all out can and the others can just play a fun game.


I didn''t hear anything about Fighter Maker but it really sounds not very funny to play it.

If there any company which made their fighting game tools (or something) public?

Oh, and I want to modify Virtua Fighter 2!

Fighter Maker 2 is out for the PS2.

I''ve never played them, but I''ve heard not-so-great things
about them.

-Hyatus
"da da da"
Kengo II had a system by which your character (a Japanese swordsman) would visit other schools and train (with bokken, wooden swords) against their pupils and teachers. You would gradually learn a vast array of different strokes and maneuvers, and could combine them into combos to use in bouts. You were also training your body and mind through a regimen of mini-games, so that your character would take on a unique set of traits as you progressed through the game. It was simple, but fairly entertaining.

Actually creating moves would be very difficult, because you''d have to consider things like musculature and a big hunk of physics to evaluate the effectiveness of a manuever.

I think the best way to go would be to put in a few dozen fighting styles, like Mortal Kombat: Deadly Alliance did, and let the player learn and combine them as in Kengo II. You could come up with hybrids of fighting styles, and maybe even creat your own "special moves" by using magical fireball tokens or something.

I dunno. It''s a neat idea, but it has to be carefully implemented. Good luck.
how about the mugen engine?.....

my friends and I are making a game using the engine.
Ancient words of wisdom-You Suck!
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I think that it would be alot of fun to customize a fighting. I could see it happending like this. Each move has cost a certain amount of points and the player gets a certain amount of points with which to choose moves. Thus you could choose the moves you wanted your character to have, customizing the fighter to your playing style.

The main difficulty in customized character is the amount of work it takes to create the animiations for the designer and the additonal resources that are consumed by this. Thus if you have 8 diffrent model and a choice of 30 moves, that requires 210 animations. Which is a lot of work to do.

-----------------------------------------------------
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Current Design project
Chaos Factor Design Document

My ultimate would be the ability to actually control your fighting in fine detail, rather than

A      KickB      PuchC      Kick HardD      Punch HardA-B    Back FlipA-B-C  Scissor Kick with Metal Blades on Feetetc... 


Instead, I''d like to have the ability to do the following:

Strike with handStrike with footGrab any weaponWield weapon 


...and then target those attacks in real-time, defining a path of motion MYSELF, meaning I can sweep my leg around in the air to catch the guy in front of me across the jaw, then as I''m twirling, grab the next guy, throw him into someone else, etc. Basically watch any Jackie Chan fight scene (or Bruce Lee), and you''ll see what I mean. Fast twitch, high-control.

I''ve thought about the best way to do this. I think you''d definitely want a 3rd person over-the-shoulder view so you can do the cool moves where you attack people who come up from behind. The more visibility the better.

I think it would require really good context-sensitive IK, not to mention a good, intelligent targeting/tracking system since most input devices currently on the market work only in 2 dimensions (excluding the P5 glove, right?). But anyway, this is what I''D like to see as the next gen fighting. Massive 50 against 1 butt-kicking extraveganzas!
quote: Original post by bob_the_third
I''ve thought about the best way to do this. I think you''d definitely want a 3rd person over-the-shoulder view so you can do the cool moves where you attack people who come up from behind. The more visibility the better.

I think it would require really good context-sensitive IK, not to mention a good, intelligent targeting/tracking system since most input devices currently on the market work only in 2 dimensions (excluding the P5 glove, right?). But anyway, this is what I''D like to see as the next gen fighting. Massive 50 against 1 butt-kicking extraveganzas!

The new Jet-Li game seems a little bit similar to this. You choose your attack direction with an analog stick so I assume you have more precise control over where you attack. I''m sure it will also have pretty large one guy vs. the world style brawls. I''m not sure if it''s supposed to be any good though.
Massive multiplayer fighting game, or MMFG for short. I think that is the next step for fighting games. Think counterstrike with the gameplay of virtual fighter. Freeform dynamics and a set of styles to choose from and upgraded able characters means you wont face the same fight ever.

So its a cooperative gameplay, like a squad of ninja would be tasked to assasinate someone for instance. And you and your buddies would then try to complete the task. The only way a MMFG would work is if the enemies are NPC, and humans only play one side, this is due to a latency issue. However NPC dont suffer from latency and they dont complain when they are penalized by it.

-ddn

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