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Dragonball: Allstars  (Read 62763 times)

Started by Neocide, January 03, 2011, 10:16:45 am
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Dragonball: Allstars
New #1  January 03, 2011, 10:16:45 am
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hey guys, as some of you know, (and most of you dont) I'm currently working on a full game based on the dragonball series, I've been on the project for coming up on a year in feb or march, the project initially consisted of smaller sprites, but seeing as how I've decided to make this my last dragonball project, I wanted to go all out, so I've gone with sprite size that is about as big as cvs or kof (maybe a bit bigger?) 


I'm currently in the production phase (making sheets etc) although I have my system planned out and made somewhat (its based off my last release; son goku)  thanks to roken I have few base sheets (fully cleaned shinb sheets before customs, added frames etc) of frieza,goku,piccolo,vegeta,gohan,


The Entire roster list is....

Goku
Gohan
Vegeta
Trunks
Piccolo
Kurrin
Tien
Yamchua(not started\no base)
Recoome (not started\no base)
Jiece(Not started\No Base)
Ginyu(Not Started\No Base)
Freeza
17
18
Cell
Fat Boo
Super Boo
Gogeta(Not Started\No Base)

Now that the roster is shown let me discuss the system and gameplay :


Button commands:

A- Power Attacks

B- Agility Attacks

X- Melee Attacks

Y - Ki Attacks

Z - Defense


Dash - fwd fwd or back back

Zanzoken - X+A

Power Up - Y+B

Air Dash upward - Up,Up



Attack System:

The attack system is made up of four attack button layouts, Ki,Power,Melee, And Agility, Each attack
button's combo which all consist of 4 hits max (3 hits in the air), start off as a different standard physical attack,followed by said attack buttons style of attacks.


Ki -
Ki's first physical hit are usually moves that would send the opponent across the screen,then usually followed up by 3 basic ki attacks (usually ki shots,small blasts, lazer shots etc.)


Power -Every type of hit in power will consist of strong styled moves,and for some will even consist of slams and throws.



Agility -The Agility button is based on Zanzoken attacks. The first physical attack is usually a move that sends the opponent upwards in an angle, straight up or straight back.


Melee - Melee is the most unique of all the attack buttons, because it very much depends on the character, its basically a signature button of sorts, for piccolo its attacks that focus him stretching his arms, while frieza's has his him utilize his tail and use his Tk. Later I will break down all the diff melee styles and who uses which.


In The Air:

The Attack system is a bit Different in the air, first change is that each attack button consist of 3 attacks max instead of 4, also the 4 buttons are split up into two diff styles of attacking.

Ki and Agility will be aimed at opponents on the ground, while power and melee will  focus on opponents in the air.

Advanced Gameplay

Mixed Attack combos - Mixed Attacks Combos are triggered by switching from one attack button to another after the 2nd hit has been initiated,and can go from any different buttons afterward. these chains will create new styled combos,and can go up to 4 hits,as long as a basic attack combo. not to be confused with Ex chains, which I will explain next.
 
Examples - "X,X,A,B," "B,B,Y,B" "B,B,X,X"


*EX chains- Ex chains are a special type of chaining hits that take power to use(500), and keep a combo going longer the basic 4 hits.  they can be triggered after the third hit of a combo to link with another attack button combo,these allow for more hits, as it starts the combo from the initated buttons second attack (ie 3 melee hits, then a ex power chain for 3 more hits. or two power chains followed by a teleport chain,etc.) the ex moves commands are a certain direction, and said button

 ie x,x,x,fwd +a,a,a.


*Ex Chain enders - Ex Chain enders add a 5th attack to your combo, and take 250 power to do. they can only be intiated at a 4th hit from a basic,or chained combo.

Examples - "X,X,X,X FWD+B" "X,X,A,B,DOWN+A"

*Ex Chain Supers- these are hidden level 1 supers (1000). depending on the mixed combo you do with a certain ex chain ender hit (ie x,x,y,b,+Fwd,A) and if you have said power (need at least 1000) you will trigger your characters ex chain super.



Dash Attacks - when dashing foward (fwd,fwd) hitting any attack button will give a diff style of dash attack,
Dash attacks are also part of something bigger with the pursuit


Ki- The player charges at the opponent and fires a ki blast

Agilty - the player charges the opponent then teleports behind for a surprise attack

Power - the player rushes the opponent with a strong attack

Melee - Varies.


Pursuit - Pursuits work with the dash attacks,after a dash attack is initialized, hitting one of the four attack buttons, will give you a distinct style of pursuit attack.

Power- the player rushes at the opponent and sends them to the ground with tremendous force.

Agilty - The player catches the opponent with a teleported hit

Ki - The player pursuits the opponent and follows up with a ki attack

Melee- Varies


Defense Button - the defense button will be used to guard, and trigger counters, by hitting the defense button at a certain time during an opponent's combo, you will parry the attack and be allowed to counter by hitting one of the 4 attack buttons.


Recover attack - during a fall state, hitting the defense button and attack button will trigger
a recover attack.

Specials- this is probably the one aspect that will stay the same as what I've always done, kept it the same vein as sf or kof styled specials, with quarter and half circle commands, as well as some charged commands, alot of specials will consist of 2 in 1's and mixing diff styles of gameplay from diff games.

Supers - Most Characters will have 3 level 1 supers, 2 from your common commands found in sf and kof,(qcf,qcb,qcfx2 etc..) and one hidden in the form of a ex chain super.

Level 3 Supers or "AllStar Attack"- Each character will have a level 3 super which will be in the form of a mini game, and will be called their "AllStar Attack" I have a few already thought out, but alot of them are still up in the air atm. so I'm taking ideas for them.

Bonus Games -

I have an idea for two bonus games, one is the great ape challenge, depending your character you will either A. play as a sayajin monkey and fight off attackers trying to cut off your tail, or B. try to cut off the tail of a sayajin monkey. The Second is the little people beatdown, where you have to beat the snot out of as many saibamen and cell jr's you can within a time limit.

I'm currently working on 17 who I am I doing entirely from chris from king of fighters 2002, along with rips from the anime.After I finish him (hopefully by the end of the month) I will start on ginyu,

the screenpack has been thought out for the most part, just been looking for help in the graphics department for some things (like the lifebars) I'm always up for more help as of now I'm keeping my crew small, I'd like to do as much myself as I can, I have a few people working on sprite sheets, some people later for coding, and warner for the games portraits and whatnot. here's a sample of the select screen : the characters will rotate in and out upon movement.

as far as stages I'm going to be using some that are released already from a friend, with some upgrades, along with some hi res'd sb stages in which I'm sorta looking for help in too.

I'm also looking for a little help in the graphics deparment, I'm trying to go for a more anime-ish feel than a mega graphical beast, so I'm trying effects that look cel shaded in a way.


I'm here to answer any questions I can, and eventually will update everyone with more news as I progress. along with screenshots and whatnot ( I could've done so now, but there's not much to show)

also I'll probably be requesting for a game board for this soon.  Anyway I hope you enjoy the news I've revealed and keep in touch!


* - ground Only
             

Last Edit: December 03, 2014, 02:54:00 pm by Neocide
Re: Dragonball Kai: Allstars
#2  January 03, 2011, 10:34:13 am
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Honestly, with all the spritework I've seen of this so far, I can't wait until there's at least a beta. Your stuff for regular MUGEN was fun to use, and to see how you'd make everything work within a system sounds even better.

DMK

Re: Dragonball Kai: Allstars
#3  January 03, 2011, 10:59:31 am
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Damn are those sprites looking sweet and the combat system looks like it'll be fun to use. As JZ said, can't wait to see a beta later on.  :)
Re: Dragonball Kai: Allstars
#4  January 03, 2011, 11:07:06 am
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Cool! I can't wait!
you should use the English voices from Final Bout XD
http://mugenguild.com/forum/topics/quacks-fighting-gameish-spriteland-129571.0.html
My art thread ^

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Re: Dragonball Kai: Allstars
#5  January 03, 2011, 11:36:28 am
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Wow, this is awesome.
Could you show a comparison of Son Goku with a CVS sprite, size wise ?

Best of luck. :)
Re: Dragonball Kai: Allstars
#6  January 03, 2011, 11:56:07 am
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Wow, this is awesome.
Could you show a comparison of Son Goku with a CVS sprite, size wise ?

Best of luck. :)


  he might be taller after he's completely standing, but as you can see they are good size, same size as the average fighter.
Re: Dragonball Kai: Allstars
#7  January 03, 2011, 12:02:48 pm
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Are you gonna use DBZ:KAI voices or the english funimation dub?
Re: Dragonball Kai: Allstars
#8  January 03, 2011, 12:10:40 pm
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initially I'm going to use the jap voices, as I the only ones I dont like in japanese in most cases is the son family, but if someone wants to make english patches for everyone I'll include those too.

But the main voice scheme is the original voices, I also plan to try to get some of the new dbk soundtrack into the game.
Re: Dragonball Kai: Allstars
#9  January 03, 2011, 12:36:58 pm
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Awesome. This really is going to be fabulous.
Are you going to code everything by yourself, or will you have help from Roken or others ?

DB Kai may end at Episode 100, with the end of the Cell Tournament, so Buu should not appear if you choose DB Kai as name. :P
Whatever, who cares. Add Broly and even more people will wet there pants. :D
Re: Dragonball Kai: Allstars
#10  January 03, 2011, 12:42:00 pm
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Very very good project and works... CONGRATULATIONS !

Re: Dragonball Kai: Allstars
#11  January 03, 2011, 12:58:10 pm
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I just called it kai because it was newer  ;P also roken is basically out of mugen. as far as coding,  I'll be doing most of the work with some help from guys here and there. but most of the workload is going to fall on me.

including all the oh so fun grunt work!
Re: Dragonball Kai: Allstars
#12  January 03, 2011, 12:59:24 pm
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Well, if you're ever in need of Beta testers, I'm here. ;)
Re: Dragonball Kai: Allstars
#13  January 03, 2011, 01:08:59 pm
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when I get further I'll let you know  ;) also any ideas at all about anything feel free to express them :D
Re: Dragonball Kai: Allstars
#14  January 03, 2011, 01:20:47 pm
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Just two little things I've always thought as important for a DBZ game :
- stages with destructible elements. Not necessarily some stage interaction that has an influence on gameplay, but rocks breaking, trees falling or buildings exploding is always nice.
- Ki clashing. When two opponents throw a powerful Ki attack at the same time (eg kamehameha VS bigbang attack), then you'd have to smash buttons or play a mini game to chose which of the two Ki attacks would win over the other.
Re: Dragonball Kai: Allstars
#15  January 03, 2011, 02:50:07 pm
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Stages could be coded in the characters ... like that we could have many possible interactions like going under water or use some elements destructible to make them bounce . Or perhaps making the stage change during some transformations (tsunami, eathquake ...).
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: Dragonball Kai: Allstars
#16  January 03, 2011, 09:19:39 pm
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ki clashing I've thought about, but cant think of a way to use it without it coming off as taking too much time off the main fight,stage interactiveness will be in if I can do it. I also plan to have some of the stages change weather after a period of time.   

on a side note, transforming -


I'm going to leave transforming to about goku and vegeta, with a minor trans with freeza (going to 100%) transformations will feature new moves,gameplay styles and supers for each state. you'll be able to go into each mode in a number of ways, through a intro button sequence, through powering up, and sometimes through a super command. Most modes will have no time limit, but ssj3 will come with a time limit and some rules. When I find my txt on all the ssj3 mechanics I'll post it, as I forgot about some of the rules and penalties.

Re: Dragonball Kai: Allstars
#17  January 03, 2011, 10:27:58 pm
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Impressive stuff you have here.

I will wait for this :)
Re: Dragonball Kai: Allstars
#18  January 04, 2011, 01:18:28 am
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You already know how I feel about this...


Hard!

Glad to see it has been announced, hope to continue following this as time goes on. Love the sprite work as always, and the system as usual seems unique and fun.
Re: Dragonball Kai: Allstars
#19  February 18, 2011, 10:21:58 am
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İ don't know if i should revive a topic more than 30 days old but since this is a game topic i think it would be good to post it anyways.

İf you look for Balthazar's VegetaZ topic, you will see that Vegeta has a great color seperation. How will you go with this color seperation stuff since your Vegeta is based on Cell Saga as İ see?
Re: Dragonball Kai: Allstars
#20  February 18, 2011, 01:59:42 pm
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Damn! That look epic! :D
Last Edit: February 21, 2011, 03:59:22 pm by Orochi_Chris