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Author Topic: Ideas for fighting game?  (Read 1618 times)
axlna
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« on: an Autumn day » Embed

Heeeeyyyy. So i study CS. We have to make a small game until the end of the semester, and i, for a fact, don't play video games.

So i have started building a typical street fighter, i have a character from a side view, that hits enemies. Its boring. So my dearest gamers. What can I add other than 'walk' 'jump' and 'attack' to spice things up. Like missions combos achievements? whatever you may think. My current idea is to add a dozen of batshit insane achievements, the password game but make it street fighter, So suggestions for those are welcome

here take a character
https://64.media.tumblr.com/6f6402c97f67b5868c44d4605206075d/ddf1e5d0952aae26-7a/s1280x1920/91af93c0d224ae8a2238c1b4218832eb45c3047c.pnj

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« Reply #1 on: an Autumn day » Embed

Hi, thats a really cool character design, id love to see it animated!

I personally find achievements very dull, but some people seem to be into them, so I think that would appeal to a certain kind of player.

If it were me Id mess with the core idea of fighting mechanics; give players the ability to swap charicter positions at any moment; super easy to code, but it would really screw with people  :grin: Add anti gravity mode where the characters just float around for a while and bounce off the sides of the screen and it could turn into streetfigther crossed with breakout  :ha:

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« Reply #2 on: an Autumn day » Embed

Heeeeyyyy. So i study CS. We have to make a small game until the end of the semester, and i, for a fact, don't play video games.

So i have started building a typical street fighter, i have a character from a side view, that hits enemies. Its boring. So my dearest gamers. What can I add other than 'walk' 'jump' and 'attack' to spice things up. Like missions combos achievements? whatever you may think. My current idea is to add a dozen of batshit insane achievements, the password game but make it street fighter, So suggestions for those are welcome

here take a character
https://64.media.tumblr.com/6f6402c97f67b5868c44d4605206075d/ddf1e5d0952aae26-7a/s1280x1920/91af93c0d224ae8a2238c1b4218832eb45c3047c.pnj

Your character's got a sword (or at least a bokken), so how about parry and riposte, aka block and counterattack?

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« Reply #3 on: an Autumn day » Embed

Maybe make each character showcase something different you can do? Like making one character have a lot of parries and interaction, another character have a button combo for a special move, a character that can manipulate the timer, things like that!

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« Reply #4 on: an Autumn day » Embed

Street Fighter lifes from the amount of combos, different characters and the rather good core fight system. If you aim for quality, these things are hard to archive.

If you aim to make a game that is fun to play without doing much testing, making a rather gritty fighter would be - in my opinion - preferable: Add a function to parry, and make unblocked hits kill instantly - similar to Niddhogg, but without the scroll-able levels.

However, reading your OP makes me think that you maybe are rather building something like a beat em up ("Battle Toads", "Double Dragon") rather then a fighting game ("Street Fighter", "Mortal Kombat")?

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« Reply #5 on: an Autumn day » Embed

Because OP's character looks like a Japanese swordfighter I find myself remembering Squaresoft's Bushido Blade. That was a weapons-based fighting game with a twist: you could defeat your opponent with one hit. That changed the tactical emphasis from offensive combos to blocks and evasion. Haven't seen anything like it in a fighting game since.

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