Simple, yet enjoyable, melee gameplay.
Almost every game I've played has really badly designed melee. Whether its hack and slash (Gunz, Diablo, Counter Strike) or stunlock (Mortal Kombat, Soul Caliber). The stunlock games tend to be based solely around melee, which is discouraging seeing as the system they rely on most for enjoyment is essentially unenjoyable. I was trying to figure out a good melee system until I saw my nephew playing guitar hero. A thought passed through my head for a brief second (reflex testing 'push these buttons faster than your opponent' type system) but dismissed it as an unenjoyable way to play (I, personally, hate DDR with a controller). Even though I knew it was a pretty stupid idea, it lingered in my mind, and I eventually formed a small game. Imagine a 'Super Smash' brothers type game with like 14 players and a larger area. Now that you have that in your head, imagine all the characters floating around, searching for a fight amongst the map they're playing, eventually they come across an opponent and the process goes something like this. 1. Players right click on the opponent 2. Players are given three options 3. Engage: Charges the opponent, this begins a 'DD Revolution' style melee combat, where whoever presses the correct buttons fastest ends up making the next move. 3.1. Winner goes back to 2, best out of three melee engagements is the victor. 4. Knockdown: Charges the opponent and knocks them downward 4.1 If there is no platform for the opponent to land on, the opponent dies 4.2 If there is ground the player that knocked his opponent down has X seconds (depending on the hero that has just been knocked down, bulkier heroes take longer to get back up) to push a sequence of buttons. If he manages to push the sequence of buttons he performs a special move which causes the platform beneath his opponent to break. 4.2.1 If there is a platform beneath that one, go to 3. (IE, the opponent gets up and is either engaged or engages the offender) 5. Uppercut: Thrusts the opponent up into the air bringing us back to 2 (this move would be used in case there are allies of the opponent nearby) Players could always retreat at stage 2 by left clicking to move (or, however I decide movement works.) This is just harmless theory right now, I don't have it in me to produce a game like this (maybe one day).
I have extremely detailed and unique ideas for major projects, anyone interested in advanced programming, server setup (I have about five gigs of webspace at my disposal) and multimedia design should E-mail me at Fatimus@Gmail.com
All the games you play have bad melee, huh?
Ever heard of Street Fighter II, Samuri Showdown, even Final Fight?
Then of course there is also Bushido Blade, Tobal #1, Golden Axe, and the Dynasty Warriors series. Even the Secret of Monkey Island had a interesting take on melee combat.
And don't overlook the Puzzle Fighter games...Which seem pretty simular to your DDR inspired game.
Ever heard of Street Fighter II, Samuri Showdown, even Final Fight?
Then of course there is also Bushido Blade, Tobal #1, Golden Axe, and the Dynasty Warriors series. Even the Secret of Monkey Island had a interesting take on melee combat.
And don't overlook the Puzzle Fighter games...Which seem pretty simular to your DDR inspired game.
My deviantART: http://msw.deviantart.com/
Me having experiences with bad melee in video games is a means to an idea, not a means to start some trivial argument.
Please, don't post in my topics if you're going to go off on such a ridiculous tangent.
Please, don't post in my topics if you're going to go off on such a ridiculous tangent.
I have extremely detailed and unique ideas for major projects, anyone interested in advanced programming, server setup (I have about five gigs of webspace at my disposal) and multimedia design should E-mail me at Fatimus@Gmail.com
Put away the ego.
There was no intent to start a argument. Just shareing information, pointing out some games you just might get inspiration from. Games you might even learn something from.
Afterall, if those games I mentioned are outside your playing experience. Then it would be wise to learn from them. For many gamers they are the yard stick your own ideas will be measured against...and the more you know, the better off you are.
There was no intent to start a argument. Just shareing information, pointing out some games you just might get inspiration from. Games you might even learn something from.
Afterall, if those games I mentioned are outside your playing experience. Then it would be wise to learn from them. For many gamers they are the yard stick your own ideas will be measured against...and the more you know, the better off you are.
My deviantART: http://msw.deviantart.com/
I'd appreciate it if you refrained from continuing such a pointless discussion.
Whether I've played those games or not is unimportant. I'm simply looking for input in relation to my idea, not suggestions on what to play.
Whether I've played those games or not is unimportant. I'm simply looking for input in relation to my idea, not suggestions on what to play.
I have extremely detailed and unique ideas for major projects, anyone interested in advanced programming, server setup (I have about five gigs of webspace at my disposal) and multimedia design should E-mail me at Fatimus@Gmail.com
Quote:I didn't see a question mark in your original post. Would you clarify what exactly you want us to give you?
Original post by Timus
I'd appreciate it if you refrained from continuing such a pointless discussion.
Whether I've played those games or not is unimportant. I'm simply looking for input in relation to my idea, not suggestions on what to play.
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk
Seems too mechanical and clumsy to me. Clearly defined "phases" of fights always turn into boring metagames with colorful pieces to dramatize what boils down to Paper/Rock/Scissors mixed with button-mashing frenzy play. If it's turn-based, take out the "Gogogogogogo" phase and replace it with a "snooze" phase.
In conclusion, I'm not excited about the idea, and I'm not sure what you wanted from those other games that you think this one would provide.
In conclusion, I'm not excited about the idea, and I'm not sure what you wanted from those other games that you think this one would provide.
like iron chef said, it sounds like turn based fighting style with 'flale' instead of snoose.
to me it would be more of a headache then just haveing a 'click' 'slash' type system(gunz)
and since you mentioned Gunz, the so called k-style makes the melee combat more interesting then other games that have the same type of system.
you have to remember that animation canceling can be used to great advantages with in comes to melee combat.
but as to your idea, if it was in a game that was out now. i think i would run away from it faster then if it was anther WoW clone.
to me it would be more of a headache then just haveing a 'click' 'slash' type system(gunz)
and since you mentioned Gunz, the so called k-style makes the melee combat more interesting then other games that have the same type of system.
you have to remember that animation canceling can be used to great advantages with in comes to melee combat.
but as to your idea, if it was in a game that was out now. i think i would run away from it faster then if it was anther WoW clone.
I thought about combining Guitar hero with a fighting game and came up with this: Mosh Pit
You've got 2D ragdoll who just loves to dance to whatever instrument you're playing.
Different rhythms/melodies make them do different things, eg Shuffle left, shuffle right, headbang, squats...basically any dance move that involves movement or flailing.
The game would have to be quite slow, or even turn based. The idea would be to try and tactically manipulate your character into a position where it's next dance move will damage the other character, while avoiding damage yourself.
At the same time, the player is inputing rhythms to give commands to it's character.
Does anyone know of any slow/turnbased fighters? Basically it's just tacking one of those and taking on a rhythm game, but combinations can sometimes be more fun than the sum of their parts.
You've got 2D ragdoll who just loves to dance to whatever instrument you're playing.
Different rhythms/melodies make them do different things, eg Shuffle left, shuffle right, headbang, squats...basically any dance move that involves movement or flailing.
The game would have to be quite slow, or even turn based. The idea would be to try and tactically manipulate your character into a position where it's next dance move will damage the other character, while avoiding damage yourself.
At the same time, the player is inputing rhythms to give commands to it's character.
Does anyone know of any slow/turnbased fighters? Basically it's just tacking one of those and taking on a rhythm game, but combinations can sometimes be more fun than the sum of their parts.
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