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891397 Posts in 33542 Topics- by 24777 Members - Latest Member: Amy

June 19, 2013, 04:33:08 PM
TIGSource ForumsPlayerGamesIndie Brawl
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Ixis
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« Reply #165 on: January 03, 2008, 10:36:26 PM »

Ok, here's what I'm thinking (for single button+d-pad controls.)

We use the tap/press system like fish suggested for offensive moves and combos. Adding in direction+button pressing activates stronger moves, special moves and the like depending on the situation (E+___= strong punch, S+___=down-special, etc.) Defense is handled by pressing back, and we include:

Quote from: Ixis
- B is guard, and we make guard only last 3-4 hits before it breaks or disappears.
- B+L is a backwards defensive dash. Very short in range, you take 1/3 the damage you would normally take, and you cann't be stunned (unless by a super.)
- B+R is a counter-tackle. So, you're blocking and then hit the R button and go into a tackle. If you time it right when the enemy is in their recovery period from an attack, you'll tackle them and knock them horizontally to the edge of the screen (check Ciel's 3-hit punch at 0:38 in this vid for an example.) A counter-tackle followed by a ranged attack or dash/run can lead into a corner air-juggle, though it'd be hard to get your timing right.
- B+A starts a special drive. While the drive is activated the controls for the character change, allowing for specials, supers, and shield breaks. And, let's say special drive lasts about one second. Or B+A and a direction will create supers.

So we have blocking, jump, double-jump, back-dash, defense dash, tackle-counters, parry and reverse parry. And to add even more defensive strategy, we could allow parries and reverse parries to be used while a player is in a combo, only after a certain number of hits in the chain have connected, and make it harder to time than normal parries. That should be more than enough defense, and if it's standard for all characters then we can go the GGXX route of characters who are all broken, but in their own special way. And so long as no character's offensive capabilities supercede the defense rules the game will be less broken than it could be.

So it's similar to SSB in it's simplicity, but with a bit of timing and learning you can use a wealth of techniques and skills.


EDIT: You guys should post these suggestions in the gameplay thread, since a lot of people started voting for 2-3 button controls: http://forums.tigsource.com/index.php?topic=937.0

EDITEDIT: Just realized a problem with the counter-tackle, you can't block and hit right at the same time ^_^;; Maybe an even tighter timed parry like in Soul Calibur with red parry's?
« Last Edit: January 03, 2008, 10:50:22 PM by Ixis » Logged
Inane
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« Reply #166 on: January 03, 2008, 11:53:38 PM »

Back is a direction relative to another entity, which means the player will automatically face on the enemy?
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
Ixis
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« Reply #167 on: January 04, 2008, 12:24:39 AM »

Back is a direction relative to another entity, which means the player will automatically face on the enemy?

That's what I'm thinking. Otherwise you'd need a block button.
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Inane
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« Reply #168 on: January 04, 2008, 12:53:31 AM »

Disagree!
But then, I'm actively working to get this as much like a platformer as I can, so I think it's pretty obvious what I want. Lips Sealed
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
Ixis
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« Reply #169 on: January 04, 2008, 01:14:32 AM »

Disagree!
But then, I'm actively working to get this as much like a platformer as I can, so I think it's pretty obvious what I want. Lips Sealed

Lol, it's fine. How would you suggest we implement a blocking system? I guess pressing down, maybe? Hmm...
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Inane
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« Reply #170 on: January 07, 2008, 12:47:08 AM »

Pressing down would be good for a round blocking system, you know, one that goes both ways (How do say, bisexuality), but for a forward block a button (Probably Z if you used ZXC control scheme) would make more sense.
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
Oracle
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« Reply #171 on: January 07, 2008, 12:57:32 AM »

Pressing down will probably be a problem when trying to get off a platform (like drop down from it, ala smash bros, tho, you double tap down to do that)
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shinygerbil
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« Reply #172 on: January 07, 2008, 05:05:01 AM »

Question.

How many players at once? The success of games like Smash Bros relies upon having *more* than 2. So if we start using things like 'back', how does that work when there are people either side of you?

Or have I missed discussion on this somewhere?
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olücĉbelel
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« Reply #173 on: January 07, 2008, 09:16:49 AM »

Gamepads for the other two players?

Online play?

I dunno.
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fish
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« Reply #174 on: January 07, 2008, 09:18:01 AM »

lets just make it a card fighting game.
everybody loves cards.
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shinygerbil
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« Reply #175 on: January 07, 2008, 02:00:22 PM »

That pokemon trading card gameboy game was sweet.

Actually, the Bleach fighting game for the DS has 'cards' that do random effects, like "restrict jump" or "resrict movement". Perhaps that could be something to consider? Without making it too complicated, of course.
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olücĉbelel
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« Reply #176 on: January 07, 2008, 09:36:18 PM »

I've always been under the assumption that the game would be 1v1. Adding more players requires more code, and, I feel it wouldn't be as fun unless it had online play or four controllers hooked up to the computer.
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Inane
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« Reply #177 on: January 07, 2008, 09:38:52 PM »

Who's programming, anyway?
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
handCraftedRadio
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« Reply #178 on: January 07, 2008, 10:08:52 PM »

Nobody. That's the only flaw to the game design.
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skaldicpoet9
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« Reply #179 on: January 08, 2008, 10:32:05 AM »

Online play?

I second that TREMENDOUSLY!

Then we could use it as a game for TIGS Game Night...

if we ever have those anymore...

Who's programming, anyway?

Well, Alec did say this:

I can probably get a rough code framework up quickly... just not sure which tech we should use yet.

Pure 2D? Or do we want hardware accelerated 2D. (3D 2D)

*looks at Alec*

:D
« Last Edit: January 08, 2008, 10:34:57 AM by skaldicpoet9 » Logged

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