The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Dragon Ball Allstars => Topic started by: Neocide on March 27, 2013, 08:00:03 am

Title: Extra gameplay features (Suggestions wanted)
Post by: Neocide on March 27, 2013, 08:00:03 am
I'm tying to think of some features to add or advance on that will work specifically in the game itself. As of now I'm going to add

Beam struggle - a simplistic beam struggle where if one person decides to do their level 1 super beam the opponent will be given  certain opening to counterattack with one of their own. For instance use, A+X (with 1000 power) to fire one themselves. while tapping any button to push the beam, reaching a certain point where it hits the opponent, sorta like a reverse tug of war.

Dash struggle would work the same way the Z2 characters do theirs - dash at the opponent, interlock, tap buttons winner does a move to the opponent.

Fly mode MIGHT be a game only feature, but the flight I have that will be tweaked a bit more has a height limit atm so even players who can't fly can hit them by just jumping.

Ki deflection - basically knock away ki shot attacks, thinking of two levels of it, the main one would deflect ki shots, (costing the same amount of power it cost to fire a ki shot) the second would deflect a level one beam, it won't cost as much as a level 1 super, but it will take a little bit of health away from the player.

Pursuit Counter - During pursuits, when you are on the end of one, you'll be given a window to counter and break the pursuit with a simple command that will cost as much power as it cost to do an actual pursuit attack.

That's all I have right now, the mode I am surely not adding is flash battle, I can't find a good use for it,because it just waste time in general. Also Ki reflection I don't see a reason for.

half of these can be made outside the game, so I'm looking for some ideas for game specific stuff, also thinking of a way of maybe expanding the pursuit attacks in general.

I'm up to any ideas though, keep in mind I want to keep them sort of quick and not too overly complex.Also no  max mode things I'm not a fan of those.

Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Seifer Firehart on March 27, 2013, 03:03:31 pm
Nice, I thought of some of it for myself but my motivation sucks so... I can say a bit of my ideas i had. Sidecreen cutscenes for attacks like Big Bang, Final Flash for example, 1/4 of screen size cutscene popping out at the side of the screen and when the move kills the opponent, it continues for a full screen as a win pose. Apart from Ki deflection, dodging melee moves (+counters) that you could see a bit already. As the flying mode i can only imagine that pressing key facing the opponent will make char to move straight to him while others will move in normal directions.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Cybaster on March 27, 2013, 03:26:13 pm
An idea we had for Z2 chars, but which we never implemented was Ki Collision.
Basically, when two Ki attacks (ki shots, Kamehameha Lv1 in Z2 chars) collided, they'd create an explosion at the place where they collided. You'd then smash buttons to throw many ki blasts into the explosion and make it move towards the opponent, until it explodes. You could also stop smashing buttons to try to go to P2, in which case P2's Ki Blasts would go through the explosion and could possibly hit you.
This was to mimic the ki shot fights in DBZ anime.

Not a gameplay feature, but I'd love to see animated lifebar portraits, where fighters change their face when they're idle / get hit /attack /close to death.

Any idea for interactive stages ? Something where you could break rocks or something (not necessarily changing gameplay, but just for visuals), or maybe the training room slowing down the game more and more to simulate gravity, or something like that.
There could be an infinite stage in the nature.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on March 27, 2013, 04:08:22 pm
yea I planned on interactive stage stuff at some point (breaking rocks, cracking the ground etc). the slow down thing pextin did ages ago in his vegeta training stage. That might be something I bring back in when I start creating stages. The animated lifebar portraits, Iced mentioned that before when we were coming up with lifebar concepts.

the ki collision sounds interesting, I'll have to run it through cyanide to see what he thinks, most of this extra game feature stuff I'm gonna have him code in a separate cns itself.

Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Omega on March 27, 2013, 07:47:59 pm
Stage Knock (Knock to another stage)
- İt would be awesome to knock the opponent from a stage to another stage just like in Hyper Dimension.

Tap for Battle
- İf you press the same button like opponent, both will start to clash. The one who presses the most wins and hits opponent. Something similiar was done for the Budokai games.

Usefull items
- Like Budokai series again but different. Remember when it allowed you to press buttons to do fusions and perform super moves. What you can do is that when you press the buttons correctly (it was X, Y etc in the games) you can make an item drop to ground such as senzu beans and dragonballs wich adds 1/3 in your special bar. İf you press one button wrong, you can make items drop again but this time your power and special stock gives a little amount away. Even better, don't let items drop if the pressing a button goes wrong. None game has this yet.

Tournament Mode
- This is like most Dragonball Z games. Character faces are set in random matches and you fight with your character in the Budokai Tenkaichi (World Martial Arts) When you win the tournament, you can get a special ending. You can also make a Cell Games Tournament like this.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on March 28, 2013, 12:01:17 am
you could also make the fighter crash into a mountain or a building after he gets punched or kicked from hes opponent like in dbz supersonic warriors 1, also there are some beautiful stages in dbz shinbutouden you should use them to edit your own stages.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on March 28, 2013, 09:41:14 pm
KOF/Budokai dodging/evasion?

Parry?


I couldn't think of anything :\
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on March 28, 2013, 09:42:36 pm
I already have KOF's evade.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on March 29, 2013, 12:45:38 am
if all basic attacks had parry,
wouldn't it make it look like those flash battles without actually adding some stupid flash battle thing to it? :p

I could imagine players trying to fight eachother up close, parrying each others attacks by standard punches and kicks like in the series.
Or at least the fast onces.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on March 29, 2013, 01:50:02 am
yea it'd be more of a manual flash battle setup
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on March 29, 2013, 05:43:32 pm
It's what I had in mind, dunno if it's going to work.
And it might be annoying if you got AI perfectly parrying/countering each of your moves :p
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on April 05, 2013, 01:09:08 am
you coul try to make a mode where the player can just battle against fighters from an specific level or a specific saga like in Z - BATTLE from ssw gba , so this mean if you choose the 1 level you can only fight against the fighters of their first appearance like goku in hes normal mode or vegeta, level 2 goku ssj,vegeta ssj, teen gohan ssj,
level 3 goku ssj3, majin vegeta, mystic gohan .etc
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Memo on April 05, 2013, 01:49:01 am
C C C COMBO BREAKER!

Title: Re: Extra gameplay features (Suggestions wanted)
Post by: AlexSin on April 05, 2013, 06:04:44 pm
Ki Barrier (like in Shin Budokai 1 and 2).
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: kakabot on April 06, 2013, 12:27:04 am
Will there be a way to select
you coul try to make a mode where the player can just battle against fighters from an specific level or a specific saga like in Z - BATTLE from ssw gba , so this mean if you choose the 1 level you can only fight against the fighters of their first appearance like goku in hes normal mode or vegeta, level 2 goku ssj,vegeta ssj, teen gohan ssj,
level 3 goku ssj3, majin vegeta, mystic gohan .etc

Yeah I think being able to select goku's/vegeta's base forms in VS modes would be cool. Could be selected by like holding enter when picking SSJ Goku/Vegeta.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Ryūku Tsukuyomi on April 06, 2013, 12:52:18 am
Whats the point of having a Goku and Vegeta Normal ? They barely have anything that is worth of them being made.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: 「ⒻⓊⒸⓀⓎⒺⒶⒽ」 on April 07, 2013, 01:44:26 pm
Dragon Rush!!! :XD:
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: kakabot on April 07, 2013, 06:05:46 pm
Kaio-ken for goku I dunno about vegeta really though.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Jarek Bachanek on April 08, 2013, 01:34:52 am
Whats the point of having a Goku and Vegeta Normal ? They barely have anything that is worth of them being made.

I have to agree. it would be so much cooler to have Goku SSJ with SSJ3 mode and Vegeta SSJ with USSJ mode instead Normal versions with SSJ Transformations....

But since you don't want to have anything from Buu Saga then I guess it's not gonna happen sadly...
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Ryūku Tsukuyomi on April 08, 2013, 01:44:39 am
Dragon Rush!!! :XD:

 
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 08, 2013, 05:18:16 am
Dragon Rush!!! :XD:

My pursuit's are kinda like the dragon rush, they just don't mess up the flow of the pace. I want to add different finishers for the end attacks on the pursuits though, like a ki based attack like the dragon rush's do but not as drawn out. So there wouldn't be any of that button press nonsense. want the pace to flow good,

you coul try to make a mode where the player can just battle against fighters from an specific level or a specific saga like in Z - BATTLE from ssw gba , so this mean if you choose the 1 level you can only fight against the fighters of their first appearance like goku in hes normal mode or vegeta, level 2 goku ssj,vegeta ssj, teen gohan ssj,
level 3 goku ssj3, majin vegeta, mystic gohan .etc

that would mean I'd have to make all of these sheets for these people and I'm not doing that. Normal goku will be in with ssj goku for kaiouken moves and genki dama. He'll have a few different ways of starting off in a different mode. mainly depends on his opponent. or opponent's certain palette as well.

I haven't dove into it too much, but it's only for goku and vegeta who are the only transforming characters in the game.

Ki Barrier (like in Shin Budokai 1 and 2).

I kept that more character specific I think there are certain characters who use that move and it should stay unique to them specifically. In this case, cell.

Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on April 08, 2013, 02:18:20 pm


that would mean I'd have to make all of these sheets for these people and I'm not doing that. Normal goku will be in with ssj goku for kaiouken moves and genki dama. He'll have a few different ways of starting off in a different mode. mainly depends on his opponent. or opponent's certain palette as well.

I haven't dove into it too much, but it's only for goku and vegeta who are the only transforming characters in the game.

yes but i also saw characters of the buu saga in your roster ?







Title: Re: Extra gameplay features (Suggestions wanted)
Post by: 「ⒻⓊⒸⓀⓎⒺⒶⒽ」 on April 08, 2013, 02:27:11 pm
I think that was his original/initial roster when the project was first announced which I suspect is a bit out dated now.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 08, 2013, 10:30:21 pm
yea there's no buu saga people anymore. my last roster that I'm doing is basically

goku(norm-ssj)
gohan
trunks
vegeta(ssj-uss)
piccolo
krillin
18
ginyu
frieza
cell


thats it. people want more later I might take actual donations to make more sheets,(if the amount is met) otherwise this is entirely it. all of these sheets are done with minor work to be made on one or two.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on April 10, 2013, 12:43:02 am
what really just 10 chars ? you could at least add some chars from the dbz movies like cooler,bojack,broly,android 13 or garlick junior
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Cybaster on April 10, 2013, 01:02:07 am
. . .

You do know he's working on this alone right ? Do you know how long it takes to code a character ? Do you know how long it takes to sprite a single fucking character ? Doing both is even longer. Doing both alone 10 TIMES is even more insane ! And you dare complain that there's "ONLY 10 CHARACTERS" !!!1!!11!!!! >:(

Come back when you know what you're talking about and with a bit of recognition and gratitude, plzthnxbye.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on April 10, 2013, 01:56:16 am
ok dude but nobody is forcing him to do anything it is a fanbased game right and we the fans can ask him for our thoughts and now it depends on him if he will add more chars or not, and please do not tell me anything about spriting it cant be harder to create some animated sprites than some of mortal kombat games which i have made
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Ryūku Tsukuyomi on April 10, 2013, 01:58:09 am
ok dude but nobody is forcing him to do anything it is a fanbased game right and we the fans can ask him for our thoughts and now it depends on him if he will add more chars or not, and please do not tell me anything about spriting it cant be harder to create some animated sprites than some of mortal kombat games which i have made

 :getout:
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on April 10, 2013, 02:13:04 am
ok dude but nobody is forcing him to do anything it is a fanbased game right and we the fans can ask him for our thoughts and now it depends on him if he will add more chars or not, and please do not tell me anything about spriting it cant be harder to create some animated sprites than some of mortal kombat games which i have made

 :getout:

YOU TOO  ;P
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 10, 2013, 03:32:15 am
ok dude but nobody is forcing him to do anything it is a fanbased game right and we the fans can ask him for our thoughts and now it depends on him if he will add more chars or not, and please do not tell me anything about spriting it cant be harder to create some animated sprites than some of mortal kombat games which i have made


Lolwut.

 I don't think you understand how much goes into a full sheet. It's not that it's hard. it's takes time, dedication and will power to finish a full sheet then turn around and code it. You want me to make more? Fuck you, pay me :) otherwise be happy there is 10. You can sprite? Fuck you, make me a sheet.
I'll add it in. Otherwise, you can ask all you want, but me actually doing what you want? that's another story.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on April 10, 2013, 03:39:59 am
Hey hey, what's with the attitude all of a sudden?

Of course it's a lot of work, heck companies have fully dedicated team paid to make fighting games with just 10 characters.
We, or a lot of us know it's hard work to do 10 sheets and characters and we respect you for it.

No need to get pissed because some fanboys are getting enthusiastic about your project :)
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Cybaster on April 10, 2013, 03:46:46 am
some fanboys are getting enthusiastic
We don't have the same definition of "enthusiastic". ::)
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 10, 2013, 07:06:21 am
I wasn't mad btw, just being realistic. Also I thought of a story mode but I'm not going to tell it because it spoils a lot, but it's fun and original. And if things go as planned, will unlock characters that might come later with support from an awesome one.

some endings will be fun and comical, others will possibly unlock things. The story mode is short so it's not much of a challenge sprite wise, and it fits the situation to a t.

if it's really important for people to know I'll spoiler it, but it takes away a lot of the surprise mid game and during the ending.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: mkfreak89 on April 10, 2013, 08:25:34 am

Lolwut.

 I don't think you understand how much goes into a full sheet. It's not that it's hard. it's takes time, dedication and will power to finish a full sheet then turn around and code it. You want me to make more? Fuck you, pay me :) otherwise be happy there is 10. You can sprite? Fuck you, make me a sheet.
I'll add it in. Otherwise, you can ask all you want, but me actually doing what you want? that's another story.

well thanks for the kind words, i didnt expect that especially not from you i made just a single question and know im getting pissed off  from everyone
i know that it takes time to do a full sheet i didnt said that it is easy, I've only made this comparison because that guy thought that i wouldnt know anything about spriting but i didnt want to offend you or your project, im not even going to force you to do something what i want or what the other want ,and if you have decide to add 10  chars than do it so it is your project at the end so nobody can tell you what to do with it ,and you shouldnt get angry of the suggestion of some of your fans because thats the reason why you created this topic to ask the others what they think about this or that OK so take it easy and relax.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Omega on April 10, 2013, 10:52:14 am
İ have been talking with Neo about many things over the net and i know how much time he puts in spriting. İ even know him redoing lots of stuff to make it as good as possible. Neo wants a good game wich means no rush for him. The thing is that he has many plans for later aswell, so if he says something, it means that he knows something.

The roster you have is great. Your work is excellent.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on April 10, 2013, 05:24:24 pm
I wasn't mad btw, just being realistic.

I know you aren't mad, you just didn't have to put it that way.
Neither was there any need the bash that guy with 3 or 4 people.

Just saying.


And yes I know I said "enthusiastic" instead of sounding demanding
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 10, 2013, 07:11:25 pm
I wasn't bashing, no one was. I had to say it that way because otherwise

Lolwut.

 I don't think you understand how much goes into a full sheet. It's not that it's hard. it's takes time, dedication and will power to finish a full sheet then turn around and code it. You want me to make more? Fuck you, pay me :) otherwise be happy there is 10. You can sprite? Fuck you, make me a sheet.
I'll add it in. Otherwise, you can ask all you want, but me actually doing what you want? that's another story.

well thanks for the kind words, i didnt expect that especially not from you i made just a single question and know im getting pissed off  from everyone
i know that it takes time to do a full sheet i didnt said that it is easy, I've only made this comparison because that guy thought that i wouldnt know anything about spriting but i didnt want to offend you or your project, im not even going to force you to do something what i want or what the other want ,and if you have decide to add 10  chars than do it so it is your project at the end so nobody can tell you what to do with it ,and you shouldnt get angry of the suggestion of some of your fans because thats the reason why you created this topic to ask the others what they think about this or that OK so take it easy and relax.

Again I'm not angry, I could have been a bit more polite with my response but, complaining over a roster isn't something I wanted other opinions on. I apologize if it came off harsh, but this isn't like working with a game where you have resources for sprites, anyone I want to add I have to completely make. So you saying "only 10?" feels like you don't realize how much 10 for ONE person is in general. I'm all up for ideas, but nitpicky opinions just rub me wrong.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Omega on April 12, 2013, 10:01:56 pm
What about some small cutscenes like Burst Limit? You could also make the blasts, beams explode over/on the world like the Budoka series when doing a super move.

Example:

Starts at 1:01

Would be great really.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Ryūku Tsukuyomi on April 12, 2013, 10:05:46 pm
I recall talking about it with Neo, might be added at some point.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 12, 2013, 11:11:46 pm
I dunno if I'll go that far, sorta feels way too long for a super. but maybe something nice for a super bg finish.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: kakabot on April 14, 2013, 03:14:51 am
I dunno if I'll go that far, sorta feels way too long for a super. but maybe something nice for a super bg finish.

That would be a cool super BG since the Z2 chars already use the super DBZ one.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Ex☆Cham on April 16, 2013, 01:52:37 am
It would look odd due the palette no?
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 16, 2013, 06:20:02 am
wut?

and random note, gonna do the ginyu force with a Mighty morph power ranger themed super, and super winpose with all 5 in the ranger outfits.
and maybe even the music.

Title: Re: Extra gameplay features (Suggestions wanted)
Post by: QuickFist on April 16, 2013, 06:03:40 pm
That's gonna be funny, and it fits them
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Omega on April 16, 2013, 08:11:38 pm
That's awesome. İ can't wait to see how that will look. The Ginyu force is basicly a parody of Japan's Super Sentai series wich is Power Rangers in the US. İt's great to include such cameo apperiances for games. İ support this for sure.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Ex☆Cham on April 17, 2013, 02:37:16 am
wut?

Sorry ba english =P
I mean that if you are goind to add a short video of a char like Goku it would look odd if you are using a blue palette on the char and he apear on the video with is normal colors imo also that due the 256 color limit of mugen...The small animation would have colorloss mostly.
(Again sorry for the english).

and random note, gonna do the ginyu force with a Mighty morph power ranger themed super, and super winpose with all 5 in the ranger outfits.
and maybe even the music.
Now that would look funny.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 17, 2013, 02:41:21 am
oh I see what you mean, I'd keep the cutscenes to sprites, and they'll share the sprites palettes. It'd be too much work to do full on cutscenes plus it'd take you out of the element of the game. It's simple enough to do, just take some time out of my or a buddies day to do a few pixelated versions.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 18, 2013, 01:30:06 pm
this just came to mind earlier and I thought I'd run it through.  I decided to expand on the supers system. as we know my system currently uses x y and z for supers, x being level ones, y being level 2's and z being level 3. This  new system expands to a b and c.


Secondary Super system - there will be 2 styles to the secondary supers system, dependent on character.


Offensive type - These will be supers that cause damage to the opponent.


A - Player dashes into the sky in a unique fashion, and then dashes in to attack the opponent. Pursuit attacks can chain from
    these supers, you can also cancel into a Zanzoken super

B - The Level one beam super moves here(moves like vegeta's galick ho).This will be used to do beam struggles.


C - Zanzoken based super Does a mini combo after a teleport in. Can also be cancelled from  the power super.


Attribute type - These will be supers that boost the players attributes.

A - Power increase

B - Ki Increase (chain more ki attacks then before)

C - zanzoken attacks increased by 2 (putting the total at 5)

each secondary super cost 1000 power to do.The only time that you will be able to have more than one attribute super at once on,is with a hidden super certain characters have. For example; Goku hidden attribute super would be super sayajin full power, which would give him a ki and zanzoken increase. Gohan and cell being the two strongest characters would both get attribute types with all 3. gohan's would be ssj2. and cell's would be super perfect mode.


The way to unlock the character's hidden super will be to cancel from the first to the second. and in some cases cancel again for a final time. As you will be able to cancel into different modes as soon as you obtain a power of 1000, for the hidden super you will need a starting 2000 for the cancel,and if it's a 3 based att, then the final cancel cost 1000, totaling 3000 for 2 att upgrade, and 4000 for 3 att upgrade.



This technically would put me up to 8 supers, but I'm calling the supers on a b and c basically sub-supers.They cost 1000 power to
do but don't take as much damage as a normal level 1 super does. Plus they might be specific for other things.

I haven't thought of how much time you'd be in the mode, and no, being hit wouldn't kick you out of it.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on April 19, 2013, 07:20:33 pm
Do you intend to keep the attributes within each match or reset per round?
As I think it would take too long to charge everything and transform/power-up 2 or 3 times.

Powering up near the end of a battle seems useless as well.

Maybe you could make characters start with some or even a full powerbar.
This would increase the pace a bit, I guess.

Or you meant the powerbar to increase very fast by hitting your opponent.
Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Neocide on April 20, 2013, 03:01:54 am
eh? it takes no time to get to 1 power bar. the attributes reset every round. There is a meter you'll get that will slowly drain, it won't drain from your power bar though, but as soon as you do the attribute super your power bar drops by 1000 of course.

The power bar already goes up during basic and special hits.



Title: Re: Extra gameplay features (Suggestions wanted)
Post by: Rai Tei on April 20, 2013, 11:20:04 am
As long as it doesn't slow down the pace :p