Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

878116 Posts in 32906 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 07:40:04 AM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Main Characters
Pages: 1 ... 22 23 [24] 25 26 ... 84
Print
Author Topic: Indie Brawl: Main Characters  (Read 177316 times)
Soulliard
Moderator
Level 10
******


The artist formerly known as Nightshade


View Profile WWW Email
« Reply #345 on: January 16, 2009, 08:56:07 AM »

So, it'd be like Street Fighter.  Lips Sealed
Logged

Valter
Level 10
*****


kekekekeke


View Profile
« Reply #346 on: January 16, 2009, 09:20:34 AM »

Only for one character. Besides, aren't we going for variety? Indie gaming is all about variety. It would fit to have different characters have different fighting strategies.

It can work sort of like the Fire Emblem sword combos in Super Smash Brothers Melee and Brawl, only on a two button system instead of one.
Logged
Clemens
Moderator
Level 5
******


View Profile WWW
« Reply #347 on: January 16, 2009, 11:46:24 AM »

Yeah variety is good, but we also have to think about balancing - the more unique each character is, the harder it gets with balancing. So yeah, variety is good - as long as it's kept within certain boundaries...
Logged

godsavant
Guest
« Reply #348 on: January 16, 2009, 01:11:22 PM »

S: Long charge up time, turns the screen darker. The seventh time you use it, clawed hands rise from the bottom of the screen and do deadly damage to all opponents.

I don't like the idea of a move that affects the whole screen, since I imagine it'd be harmless but annoying to the other players; screen-darkening should, at most, be an item power, not an ability granted to the player. 
Logged
Soulliard
Moderator
Level 10
******


The artist formerly known as Nightshade


View Profile WWW Email
« Reply #349 on: January 16, 2009, 01:15:22 PM »

The way I see it, here are the problems with the Toribash suggestion:
-The fighter is not a particularly unique, memorable or attractive character.
-There's no reason to not include directional input for attacks. It provides more options without complicating the controls.
-Attack chains are based on memorization, making the game less accessible for new players. Even if it's just one character, if that's the first character they choose, it could turn them off.
-Timed attack chains are less dynamic and don't work as well in a platforming environment.
-Certain types of variety are better than others. Variety in what the characters can do is good (only Naija creates cacti, only Nikujin headstabs, only GK has the Bonesaw), variety in how the characters are controlled adds little besides complication.
Logged

Valter
Level 10
*****


kekekekeke


View Profile
« Reply #350 on: January 16, 2009, 01:36:38 PM »

-The fighter is not a particularly unique, memorable or attractive character.
What?   Angry

I agree about all the other stuff, though. Maybe some other time.
Logged
Soulliard
Moderator
Level 10
******


The artist formerly known as Nightshade


View Profile WWW Email
« Reply #351 on: January 16, 2009, 01:53:28 PM »

Perhaps I should clarify. The characters selected for Indie Brawl are generally pretty distinct- so far we've programmed a fish girl, cap-wearing robot, naked ninja, saw-wielding hockey player, gun-toting worm and armored dwarf. A guy who kicks and punches is not as distinctive in a fighting game.

It also helps for a character to be memorable. Naija and Quote, for example, have lots of personality. The Toribash fighter has no back story or personality. The same could be said of Liero and the Dwarf, but at least they're a little more unique.

Finally, it helps if the character would look nice in pixel form. The Toribash fighters' design is more functional than aesthetic.

That's not to say that the Toribash fighters are bad characters. They're well-designed for the game they appear in. But for Indie Brawl, I think there are better character options.

I would, however, be in full support of a Toribash fighter as a support character.
Logged

Xion
Pixelhead
Level 10
******


xionight@live.com Chimera+Gryphon
View Profile WWW Email
« Reply #352 on: January 16, 2009, 02:59:27 PM »

Toribash Whitespace should be the "flat arena" arena.
Logged

Valter
Level 10
*****


kekekekeke


View Profile
« Reply #353 on: January 16, 2009, 03:42:08 PM »

Toribash Whitespace should be the "flat arena" arena.
This is a good idea. Maybe it could have a "ring" that you have to stay inside, and if you land on the ground outside of it you take damage.
Logged
Soulliard
Moderator
Level 10
******


The artist formerly known as Nightshade


View Profile WWW Email
« Reply #354 on: January 16, 2009, 04:30:41 PM »

A Knytt Stories stage would be more attractive.
Logged

The-Imp
Guest
« Reply #355 on: January 16, 2009, 08:22:58 PM »

AND ambient, that would be a very important part of the stage. Ambient music is quite nice and calming.
Panda Panda
Logged
Dailyman
Level 1
*



View Profile Email
« Reply #356 on: January 17, 2009, 12:03:51 AM »

If we're planning on including strikers another thread should be made for it.

Any Little Fighter, the Audiosurf bike, and any other useful characters we can't put anywhere else, etc. good strikers
Logged
mokesmoe
Level 10
*****



View Profile Email
« Reply #357 on: January 19, 2009, 05:31:46 PM »

I thought of a good move set for a character, should I post it here, or make a new thread?
Logged
Soulliard
Moderator
Level 10
******


The artist formerly known as Nightshade


View Profile WWW Email
« Reply #358 on: January 19, 2009, 05:38:09 PM »

Post it here. New threads are for approved characters that are being actively worked on.
Logged

mokesmoe
Level 10
*****



View Profile Email
« Reply #359 on: January 19, 2009, 10:55:20 PM »

Ok then.

Because N doesnt have any attacks in his game, most poeple said he woulden't be able to
be in the game. How ever I thought of a cool idea fo his attacks, that is still mostly
faithful to the game. (A small punch isn't nearly as bad as a katana)
You guys may not like it, but I think it would work.
Anyway here he is

N the ninja, from the game N

Stats-
N is a fast and light character, who can also wall jump.
Although he is a light character, he has mostly slow powerful attacks, useing enemys

from his game to attack.

Move List:
A- A quick punch

>A- Pulls the normal drone enemy from the game to make a electric shock in front of him. (The one it kills you with in the game)

^A- Uses the drone upwards.

vA- Places a ground dasher thingy (the the mouse thing that chases you when you touch
the ground its on, dont know what it's called) on the ground that moves straight forward
even if it hits someone and will change direction when it reaches a ledge or wall. Blows
up after about 5 seconds or 3 bounces, whichever comes first.
If in the air he uses the drone downwards.

S- Uses the laser drone. Charges up for a couple seconds then fires the laser. The
charge cannot be held. The laser lasts for a second after charging. while charging and
firing you can aim it with up and down. It would have a thin red line for aim while
charging.

>S- Uses the seeker drone. Has a long warmup time. It moves forward very fast until it
hits someone, then does the normal drone attack, though weaker and much less knockback.

^S- Creates a launcher at his feet that can also be used by other people, Disappears after
a few seconds. (like sonics ^B from brawl, though it doesn't fall down)

vS- Creates a bomb in his hand as a throwable item.
(I think he should hold his hand out, then the bomb teleports in)
The bomb, when thrown, will quickly slow to a stop in the air, then float there until
someone hits it, or will blow up after a set time. The explosion is powerful, though can
hurt N as well. If it hits someone before coming to a stop, it will do minor damage, and
bounce off.
Logged
Pages: 1 ... 22 23 [24] 25 26 ... 84
Print
Jump to:  

Theme orange-lt created by panic