Hello, Sorry for the bad english (not first language).
I'm a 2D fighting gamer, and I would like to create a 2D fighting game, (by fighting I mean a human vs human combat experience).
But I'm not trying to create an Street Fighter II clone.
What I want and the core of the game that I want to create, it's one that focus entirely on combos.
So... to acomplish the most variations and variety of "combos", the avatar should have a lot of freedom in movement and habilities.
But the last one doesn't mean that the avatar should have 300 movement list (sort of Virtual Fighter), No, a counter example can be the characters angel or Maylee from Kof 2002-2001.
Angel's Combo video May lee's Combo videoWhat they have it's that they're designed from the ground to have chains and combo technology.
Well, that's the core motivation from the quest of this game.
So, to flesh it out I wanna see your thoughs...
Now, on
how the conflict will be created. Well, since the goals are combos, then combos should be the way to lose or to win.
What I mean it's that the enemy should have a life bar, but this life bar only depletes with a combo and if the combo it's lost then the damage made it's lost also.
An example to imagine could be the life bar on practice mode of actual fighting games.
TO WIN CONDITIONS: Simply deploy the life bar of the enemy.
TO LOSE CONDITIONS: Simply don't kill the oponent when time is over.
Having that cleared, I can start to ask other stuff.
Since I would like to create more a one player experience, not just a versus game, I should expose my others inspirations...
I love Castlevania SOTN, It's music, It's characters, It's enemies, perfect game.
Since I would like to create a more deep one player experience (not an online competitive game) It would be cool to analize Castlevania SOTN and see what make it appealling to our purpose. In this case will be exploration and diferent monsters.
http://www.youtube.com/watch?v=iFRxi6CtoW0 Some cool castlevania sotn hack boss fight.
Other game I love, it's beatem'up (Street of Rage), the thing I like it's to kick waves and waves of enemies, the enemies having life bars and not dieing with one hit.
Examples of their genre that we can use are hack and slash (their natural evolution from 2D):
http://www.youtube.com/watch?v=t2LIlZfB4dk Bayonetta combo videohttp://www.youtube.com/watch?v=3T_RdUPNg6k Devil May cry combo videoSo, what else?, Oh, I remember to love some RPG's long time ago, their strenght is the story, but in this case, the thing to look is their combat system.
One that fits this 2D gameplay combat is Tales of Phantasia for SNES (haven't played the others and Star Ocean is not 2D movement).
http://www.youtube.com/watch?v=f3qTIMzE_xQ A Tales of phantasia videohttp://www.youtube.com/watch?v=masqVBiTsME&feature=related Another videoSo, exploration and waves of monsters, characters and story, let's explore ideas...
In the exploration and movement part:***) How about several doors conected and each room having diferent monsters, no platform (since it's not the main goal of the game) just one floor (a 2D fighting arcade game room), lenght of room equal to horizontal exploration (Mario).
***) Or a 2D big room like traditional Metroidvania, although devil may cry is not a platform game like Metroidvanias are, neither vertical exploration nor platform is the focus of this game.
***) Or even a 2D rpg snes maps exploration or movement outside battles, this will allow for a complex (RPG) story. Although exploration nor story it's the focus and mean a more expensive development.
***) A fighting game survival endless mode, can be related to the rooms and doors idea.
***) A sort of coliseum, where one fight endless monsters (random order).
In the characters stage:***) One main character with three diferent styles of movements. (Fighting game movements)
***) Three characters like in Marvel vs Capcom.
***) Tales of Phantasia style of Game.
***) Castlevania SOTN style (one character with familiars).
***) One main character with three diferent styles of movements that can call the others characters like Marvel vs Capcom assist (aka kof 2001 style), having one familiar and a quick change menu system.
VERSUS IDEASSince this game will also can have a human vs human component, there's this movement question I have...
Which version of movement between moving like Super Smash Brothers or a more traditional 2D fighting game (SF, KOF, BBCS DOA).
Smash Brothers: left means the character face left, right means he faces right.
Traditional movement: there's not left or right, but there's forward and back depending on if the enemy is behind you and which side he is on.
I like more the traditional way, allow for fighting game tech in the versus, like Crossup and mixup.
Hope you like the idea behind this game (also sorry again for my poor english).