Advertisement

Turn Based 1on1 Fighter

Started by June 05, 2014 08:00 AM
19 comments, last by Thaumaturge 10 years, 5 months ago

I'm half way through developing a turn based 1on1 fighting game, and would like to get some feedback.

1. What features of other turn based fighters did you really like?

2. What features did you hate?

3. If there was one feature you would like to see in a turn based fighter what would it be?

I think fighters are really down to execution.

If you look at the last Mortal Kombat reboot, they did not add a whole lot of new stuff (save the X-ray mechanic, which I'll discuss shortly).

The game was all about interesting key combinations that really felt organic with the outcome (combat move) and sufficient feedback and a overall sense of fairness (balance).

1. Just it being done right, playtested and re-balanced (probably a bunch of iterations) and have a lot of feedback so I'm not left wandering if my move hit or miss.

2. X-ray. It's not that I hate it, mind you. I understand the idea of capitalizing on an opponent's vulnerability by using a "risky move" that depletes some form of limited resource, but I believe the implementation was sluggish and more about wow-factor. I would've preferred either having a standard move that leaves me vulnerable if I miss or hit a block I'm guessing.

3. RPG elements? Not sure how that could work. I know an earlier Mortal Kombat tried that and failed miserably. I'd like to level up my fighters to unlock all of their special abilities. I also like the idea of weapons, and very few fighters actually use them (though the new Mortal Kombat will!)

Advertisement

by turn based you mean something like a roguelike? I think MK example of Orymus does not fit well, since MK is a classic real time fighting game.

In a turn based you lose the action part of the game, so I think you have to gain the strategic part: lots of special abilities to use, energy management (all type of energy you can think of) and maybe mandatory movements required for some kind of attack

Wow totally missed the turn-based part. Apologies!

I 'm riddled by what a turn based fighter would be, and i 'm sure most others are as well, since fighter-games are usually about reflexes,

and adding reflexes to a turn-based game, well, let's just say it would get messy.

What might come close is magic:the gathering, it's turn-based, it has hitpoints,

and it has "instants" which take effect *before* the last played effect, thus giving the best approximation of reflexes in a TB game without making it non-TB

Ya I guess the closest games I can find to describe it are Magic The Gathering and Hearthstone in terms of the fighting mechanics. So picture these two, but instead you have a character with ability animations and they actually move across the screen to perform most attacks.

Advertisement

Similar to a CCG / tbs tactical game?

I believe there was a board game game called gladiator that did just that (1on1 turn-based tactical with fighting moves).

It lacked a bit of depth, but otherwise managed to make things interesting.

I'll edit if I find the boardgamegeeks link.

Ya I guess the closest games I can find to describe it are Magic The Gathering and Hearthstone in terms of the fighting mechanics. So picture these two, but instead you have a character with ability animations and they actually move across the screen to perform most attacks.

I wouldn't really say it's anything like Hearthstone (at least, the few days' worth of gameplay I did). The only thing you can do to cause an effect during the opponent's turn is play cards that trigger automatically when the opponent does something specific. In comparison, Magic does have some sense of "reflexes" with "activated abilities" and "instants" that can be used at anytime, so long as the costs can be paid.

willnationsdev - Godot Engine Contributor


3. RPG elements? Not sure how that could work. I know an earlier Mortal Kombat tried that and failed miserably. I'd like to level up my fighters to unlock all of their special abilities. I also like the idea of weapons, and very few fighters actually use them (though the new Mortal Kombat will!)

This is already incorporated. You will have stat lines like STR, INT, Defense, Health, Greed, Luck that you can put points into each level up. Then you can select up to 5 abilities and upgrade each ability up to level 4. So in then end you have 5x4 abilities to use during a fight as each level of an ability has a unique added effect to the previous.

It will cost more stamina to use higher level versions of an ability so you must chose wisely.


What might come close is magic:the gathering, it's turn-based, it has hitpoints,

and it has "instants" which take effect *before* the last played effect, thus giving the best approximation of reflexes in a TB game without making it non-TB

As this was mentioned by others, let me add that this works optimal in the physical card game that is M:TG, but less then optimal in the online version;

you see, "instants" are still reactions, in real life you just utter a "i want to to react to this," or "during your upkeep"(sometimes you just want to do something in a certain part of the opponent's turn whether he/she did something or not) or even a "wait a second" if they just need some time to thing.

(they speak and the game freezes/changes, they actually utter spells it seems :P )

Having to wait for your opponent to (not )react for every creature you tap can be quite the nuisance.

@Kinitex; maybe you should just write a description of your game instead of revealing parts of it over time in response to posters ?

This topic is closed to new replies.

Advertisement