What are your ideas for a fighting game, Sup Forums?
Last thread was pretty fun
What are your ideas for a fighting game, Sup Forums?
Last thread was pretty fun
cute girls
A mix of Street Fighter and Garou where characters can use their super bars for offensive and defensive purposes and, mostly importantly, not let the artists take control of every little thing of a character moveset, it is usually the kind of thing that makes balance a really terrible.
the game play would consist of.
>6 Buttons total
>Universal overheads
>3 superbars
>Close and far normals
>At least 2 supers
The super bar would have universal commands for the following effects:
>Increase power attack for a limited time
>Increase defense for a limited time
>allows parrying for a limited time
>Slowly recover life
You would be able to choose multiple effects or just a few of them, the less effects you pick the more effective they are, same deal for the specials.
You wouldn't be able to to cancel normal into the effects activation though.
I would really like to focus on risk and reward since i feel like, in a lot of games, risk and reward is kidna fucked.
I never put much thought into the setting since in my opinion whatever setting works as long the game is fun to play, but if i had to choose a favorite one i would pick a 70's to 80's stylized roster of character with a killer soundtrack and stages.
How about one that rewards something other than unga bunga rushdown? It'd be a nice change of pace from SFV.
I wouldn't mind the rushdown focused game if all character actually had decent ways to deal with it, any other gameplan is fucking shit in that game.
Hopefully the new path might fix things.
>Garou Gameplay (Special moves being simplified, similar to Street Fighter V)
>Xrd Artstyle
>Free to Play (with an option to buy all characters for the normal price of a videogame)
>have crossplay
>have profiles, replays, leaderboards etc. (the stuff you would expect)
>for main stream appeal, add a 3vs3 mode (kinda like KOF14 party mode but with matchmaking)
i think this would make for a great game.
3 v 3Historical leader fighter.
It's won't. Fang will still be garbage, Guile and Dhalsim will still be rushdown characters. All the patch will accomplish is toning down a few of Urien's more abusable attacks and making Birdie, Alex, and Vega have slightly better neutral.
Not like you ever want to play neutral in this game anyway.
>Garou
I was playing it this week. Why in the absolute fuck does Butt has so many good moves? dude is almost untouchable.
Remove the healing bullshit and that's not a half bad idea.
Dong and Kevin are worse.
i was actually thinking about that, and the recovered life wouldn't count for time overs, so people wouldn't abuse it and it wouldn't recover that much life.
> characters can use their super bars for offense or defense
Guilty Gear already does this, and SF4 made it so imbalanced there was no point to actually trying to do super combos.
I want a fluid, weapons based Soul Calibur type game but with realistic damage. Think like an updated Bushido Blade with better mechanics
That probably wouldn't end up with a lot of variety. Seeing as you want realistic damage everyone would do a lot, so for a game whoever was fast would come out on top cause they'd have big damage anyway. Only way around that is to give everyone else a lot of bullshit that makes it less fun.
>Guilty Gear already does this
Yeah, but in a different way i mentioned, in GG xrd you can spend bar to not get chip damage and spend half of it to get more time to combo but none of these are exactly what i had in mind, think of it as that animation you have to do in GG to be able to insta kill but the character would shine with the effects color(red for more powerful attacks, blue for mroe defense, gray for parries and green for life recovery, etc, etc), the activation wouldn't be as long as in GG though, you just wouldn't be able to cancel normals out of it else it will just turn into a V trigger or FADC.
>SF4 made it so imbalanced there was no point to actually trying to do super combos.
That's because SF4 had ultras which rendered super to uselessness, in my example of of it would be in the same super bar so you would have to manage it.
Yeah they are, but i found most of GArou command moves, and snk command moves in general, kinda weird, i mean, look at Carmine from Garou
>The command move that makes him go back and forth is forward fireball motion
>his rekka is backwards fireball motion
>that other attack he has is DP motion and it doesn't look like a dp at all
i just find the game fucking weird but kinda fun at the same time.
Someone in Sup Forums a while back said a rap fighting game. I'd fucking love that. Playing as your favourite rappers. I'd main Eminem and Kendrick
>That's because SF4 had ultras which rendered super to uselessness
No they didn't, it just added to the issue. If SF4 had no ultras people still wouldn't use supers as ex and FADC is a better use of meter.
You put too much on one bar and people are gonna find the one that is least useful and not use it.
You mean def jam
>No they didn't, it just added to the issue. If SF4 had no ultras people still wouldn't use supers as ex and FADC is a better use of meter.
Probably because in that case the supers wouldn't be worth it, you got to make then worth of course which is where balance comes in.
I suppose in this case super would need to do a lot of damage or have more properties like invincibility(which not every super has it in sf4).
I agree with your last sentence though but I'm not sure if how to actually make every option useful since, in every game with options people will always pick the one that sinc with the character the most, like what happens in sf3, sf4, skullgirls, mvc and even garou.
Play def jam, fight for new york dude
>in every game with options people will always pick the one that sinc with the character the most
Which is why your system wouldn't work. it wouldn't be a choice every character would have a best option and everyone would just use that
You'd be better off with just two meters
>You'd be better off with just two meters
Well, having 2 to 3 super bars was supposed to cover that since each bar would be used as a more powerful version of the a super or to activate an effect. But i suppose you mean 2 different bars. I might put some thought into that.
>But i suppose you mean 2 different bars.
Yep, The Rumble Fish dd just that
Okie dokie, I'll post this again.
My idea of a dancing martial art game remains, but I might replace the Tahiti girl with a male Hawaiian equivalent and keep the Tahiti girl for a hypothetical sequel, since I noticed that the roster for the 2nd title becomes the most iconically.
Also i will come up with a design of my own for the lady.
Make a fighting game about dogs. You fight other dogs. Each dog has a speed type and weight class. Except the pug, he's a referee. Collect dog tags to customize your dog. The final boss is a soul sucking cat. Call it dog fight.
I think i saw this game once?
Didnt it have some dogshit animations?
Yeah it is tweening. Kinda neat game though
PETA would be all over that and your ass.
But nobody cares about bugs.
I like bugs too.
Gimmick of the game is it's point based. You have meter which you can spend on Savage or Stylish moves
Stylish moves give you a shitton of points that can be removed by throws and grabs but don't do much damage
Savage moves give you few points but steal some from the enemy and those points cannot be removed. End of the match your points are added and whoever has more wins
Add in some cool characters with transformations and shit and boom
Call it the underdogs
God dammit I hate the Sup Forums system that makes threads go into dead pages in less than half an hour.
Yeah, threads here move fast sadly.
At night is a bit better though
The closest thing you will get is the fighting herds.
I've had some ideas floating in my head about a RWBY fighting game for a while now.
It'd be a 2 vs 2 tag team system, but wouldn't really focus on having Marvel-tier combos. Since the show has Aura as both a 'shield' and people's stamina, I figured your healthbar would double as a resource for special attacks, with characters having a small health regen (nothing too big or else matches would last forever). There'd still be a separate meter for super specials and EX moves.
I also had ideas for what kind of moves each character would have; I like the idea of including a lot of moves that reference different fighting games (Sun could have a special like Benimaru's Genei Hurricane, Yang would have a fighting style like Heavy D/Vanessa, etc.)
If only spriting/coding wasn't so time consuming.
Had more luck on /VR/ and they get so anal.
What do you mean?