Old style one on one fighting
Remeber games like tekken, or as far back as street fighter? Tihs is a simple question/poll. Which do you think was easier and more interesting to play in, the traditional 2D view or the newfangled 3D views. I find that vertical movement is terribly limited in the 3D one.. but I''ll find a way to make it work if I have to.
Hado-ken!!!!
Now that I think about it, there aren''t many (if any) 3d fighters where you actually need to (or can) jump. Hmmm.....have you considered only making use of the third dimension for instant replays? Wait, I just thought of a 3d fighter where you need to be on the move (vertically): Super Smash Bros. and SSB:Melee. They make good use of vertical movement. Getting back to your dilemma, some people would think it was strange if you had a 3d fighter that only used the 3rd dimension in replays, so how about cell-shading it? It would be difficult to get the characer models right, but with trial and error you could do a reasonably good job of imitating old school 2d fighter art. And then it would make sense when you only used 3d for replays and before/after fight cutscenes. Also, since (I''m guessing) this is a arena-based fighter, not a street brawler, you could get away with high-poly models on the fighters, since there wouldn''t be much terrain to render, and it wouldn''t look good without a high poly count.
Now that I think about it, there aren''t many (if any) 3d fighters where you actually need to (or can) jump. Hmmm.....have you considered only making use of the third dimension for instant replays? Wait, I just thought of a 3d fighter where you need to be on the move (vertically): Super Smash Bros. and SSB:Melee. They make good use of vertical movement. Getting back to your dilemma, some people would think it was strange if you had a 3d fighter that only used the 3rd dimension in replays, so how about cell-shading it? It would be difficult to get the characer models right, but with trial and error you could do a reasonably good job of imitating old school 2d fighter art. And then it would make sense when you only used 3d for replays and before/after fight cutscenes. Also, since (I''m guessing) this is a arena-based fighter, not a street brawler, you could get away with high-poly models on the fighters, since there wouldn''t be much terrain to render, and it wouldn''t look good without a high poly count.
-----------------------------------"Is the size of project directly proportional to the amount of stupidity to be demonstrated?" -SabreMan
hmm... this game is a step to test an engine currently in development. But I think you''ve sparked an idea.. How about your usual 3D fighter, only drop the camera so that it''s almost looking at the fight from the old 2D perspective.. Then, with a little bit of camera balancing you should get the best of both worlds as you could move along all axis. You move towards the screen the camera swings to keep you in 2D perspective yet you have actually moved forward and the camera paning makes you feel it just before forcing the 2D perspective again.
Hope this makes some version of sense. Please more ideas an opinions.
Hope this makes some version of sense. Please more ideas an opinions.
Rival Schools and Project Justice. Two fully 3-d fighting games made by Capcom. Both are excellent fighting games, and both had outlandish vertical movement like the VS. series.
Not only was it a solid 3-d fighting game, but the vertical movement was on the same level of the vs. series.
Although the entire fight was from a forced side view perspective, only panning during special attacks.
3-d isn''t a limit of vertical movement, it''s just a matter on where you want to take the game in terms of realism.
There do need to be more 3-d fighting games that play like the 2-d classics though.
Not only was it a solid 3-d fighting game, but the vertical movement was on the same level of the vs. series.
Although the entire fight was from a forced side view perspective, only panning during special attacks.
3-d isn''t a limit of vertical movement, it''s just a matter on where you want to take the game in terms of realism.
There do need to be more 3-d fighting games that play like the 2-d classics though.
Last Blade for NEO GEO, there was an overlooked one. Beautiful sights and flowing gameplay (aside from that old man with the turtle). It reminded me of the original street fighter 2 in the way it combined a simple interchangable interface with moves that weren''t isolated, but allowed for combos and a certain amount of skill.
I don''t mind 3d, but too any of those later games failed to implement it as anything more than a rotating background.
Wouldn''t mind working on something like that.
I don''t mind 3d, but too any of those later games failed to implement it as anything more than a rotating background.
Wouldn''t mind working on something like that.
ummm...
If you want classic style try ''The way of the exploding fist'' or ''International Karate'' from the 80''s.
''Full Contact'' was good on the amiga by Team17
''Full Contact'' was good on the amiga by Team17
quote: Original post by OOProgrammer
Hado-ken!!!!
Now that I think about it, there aren''t many (if any) 3d fighters where you actually need to (or can) jump. Hmmm.....have you considered only making use of the third dimension for instant replays? Wait, I just thought of a 3d fighter where you need to be on the move (vertically): Super Smash Bros. and SSB:Melee. They make good use of vertical movement. Getting back to your dilemma, some people would think it was strange if you had a 3d fighter that only used the 3rd dimension in replays, so how about cell-shading it? It would be difficult to get the characer models right, but with trial and error you could do a reasonably good job of imitating old school 2d fighter art. And then it would make sense when you only used 3d for replays and before/after fight cutscenes. Also, since (I''m guessing) this is a arena-based fighter, not a street brawler, you could get away with high-poly models on the fighters, since there wouldn''t be much terrain to render, and it wouldn''t look good without a high poly count.
Shin-Shoryuken!!!
Cell shading with dynamic lighting effect would definately be something interesting to see. I don''t think you even have to render the terrain. Some 3d games just have a flat, wrap around wall paper as the background that shifts when the character roll side to side.
3D or 2D really dosen''t matter in terms of interesting and fun. 3D may look better with the camera movements. But other than that, 3D''s got nothing over 2D.
-------------Blade Mistress Online
Yes, you could get away with a 2d background, but wouldn''t it be more fun to have stuff going on in the background? What if a crowd gathered to watch as the fight progressed and even kept the police back so they couldn''t break it up? Or what if someone in the crowd tossed the underdog a baseball bat to even the odds a bit? Perhaps you might even throw your opponent out of the ring, only to have the crowd push them back in. Of course, even on a less interactive basis, it''s fun to have an animated background.
-----------------------------------"Is the size of project directly proportional to the amount of stupidity to be demonstrated?" -SabreMan
I dont rememebr the name of the game, but I remember it was really cool. It was a game by SquareSoft in the arcade. It was a 3D fighter. And when I say it was a 3D fighter, I mean it really was 3D, you could jump on top of boxes, run up and down stairs, throw stuff, etc. I thought that was one of the most unique and fun fighters I ever played. I dont rememebr the name but there was also a Dreamcast fighter like that that was really cool! =D 3D doesnt necessarily just mean that you fight in 2D, just everything is rendered and you can rotate the camera! =D
BTW I think Street Fighter II was just about the coolest fighting game! =D Tekken definitely has its moments though. But Mortal Kombat is a little boring most of the time.
-=Lohrno
BTW I think Street Fighter II was just about the coolest fighting game! =D Tekken definitely has its moments though. But Mortal Kombat is a little boring most of the time.
-=Lohrno
If I were given the chance to do a "Fighter", I would closely study the arcade hits of Street Fighter II and Mortal Combat. I would also look at all other applicable console and PC releases.
I really enjoyed SFII when it came out. We had one at work. I worked for Gottlieb at the time. I was writing the rule set for Street Fighter Pinball (coin operated pinball machine) and we all loved the game.
I would either keep the 3rd POV or give the player the option for their prefered POV and use the best 3D graphics that I could run on the typical PC (not everybody has the latest state-of-the-art computer). For the console, I would concentrate on intuitive control with the factory default controller.
Back to the question: I will say the traditional 2d was more interesting to play (but graphically less interesting).
ion
__________________________________________
Is our existance a life-long virtual reality simulation from another realm?
I really enjoyed SFII when it came out. We had one at work. I worked for Gottlieb at the time. I was writing the rule set for Street Fighter Pinball (coin operated pinball machine) and we all loved the game.
I would either keep the 3rd POV or give the player the option for their prefered POV and use the best 3D graphics that I could run on the typical PC (not everybody has the latest state-of-the-art computer). For the console, I would concentrate on intuitive control with the factory default controller.
Back to the question: I will say the traditional 2d was more interesting to play (but graphically less interesting).
ion
__________________________________________
Is our existance a life-long virtual reality simulation from another realm?
Is our existance a life-long virtual reality simulation from another realm?
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