Hello everyone! What we have here is a project I've been secretly working on for a while now and I'm now ready to broaded it to have a coder attached! The idea was to bring back one of the grandfathers of competitive 1-on-1 combat games, Karate Champ! I've been redoing the animations 150% upscaled form the original game, as well as adding some frames here and there (even though the original game had plenty of frames of animation especially for it's time, it didn't always come out quite as fluid). It'll probably work the best in a full-game environment since the gameplay steers away from your traditional KOF/SF type of fighting quite a bit. What I wanted to do is replicate the original game rather faithfully, though adding a few elements here and there, and obivously have it control as smooth as butter (the original game is known for having rather stiff and clunky control of your character) Winning matches will be done by scoring points, this is accomplished by succesfully hitting your adversary with a well-placed punch or kick. Yeah it is pretty much a one-hit loss or victory (or 2 since you need to score 2 points, most punches/kicks would score 1 point, but counter attacks will be 2 points). The game will have only 2 buttons: one for punching and one for kicking. You'll also be able to move left and right. The original game allowed you to jump, but I'd like to remove that here (for the sake of adding a bit of realism. Seriously have you ever seen anyone ever do an empty jump in an actual fight, less so in a tournament?) Different attacks are performed with direction+punch/kick, each of the 8 directions resulting in a different attack/movement. Here is the control scheme I have thought of:Spoiler, click to toggle visibilty
HIGH BLOCK ub+A -Defensive gesture used to block high attacks. After a succesful block, you recover slightly faster then the opponent, enabling you to counter-attack them. MID BLOCK b+A -Defensive gesture used to block mid attacks. After a succesful block, you recover slightly faster then the opponent, enabling you to counter-attack them. LOW BLOCK db+A -Defensive gesture used to block low attacks. After a succesful block, you recover slightly faster then the opponent, enabling you to counter-attack them. FRONT LEG LIFT d+B -Not an attack, you merely briefly lift up your front foot. This is to dodge the limb of incoming low attacks, like the Low Kick, but mostly the Spinning Sweep Kick, which can't be low-blocked. === SWIFT CROSS PUNCH A neutral -Probably your go-to move after blocking or evading an enemy's attack. One of the fastest attacks in your arsenal, but naturally it's very close-range. CROUCHING LUNGE PUNCH df+A -With this attack you attack quite a distance and strike low. STEP-IN MID LUNGE PUNCH f+A -Excellent range, but when blocked or whiffed, it leaves you wide open for a counter attack. STEP-IN HIGH LUNGE PUNCH uf+A -Similar to the f+A move, but it strikes a bit higher. This also means the attack can be ducked. JUMPING OVERHEAD PUNCH u+A -Best used to counter an incoming low attack you telegraphed coming. The player'll hop over the low attack and likely nail the enemy on the head. === FRONT KICK B neutral -Has a similar use to the A neutral attack, though it has slightly more range. Hits mid. MID SIDE KICK b+B -Good to use after a succesful block, or can be used as a defensive, back-away poke. SPINNING SWEEP KICK db+B -This attack will sweep an enemy off their feet and hard onto the mat. It's pretty slow to come out, so only use it to punish a medium-to-far away enemy's whiffed attack. This attack is so low it can't be low-blocked, so you have to jump-attack over it or simply back off fast enough. LOW KICK df+B -A good medium-ranged low poke. STEP-IN FRONT KICK f+B -Very offensive move, quite some range and likely to nail careless opponents. Hits mid. HIGH ROUNDHOUSE KICK uf+B -Not many things are as satisfying as connecting a foot to the enemy's head. This move is not the safest in your arsenal and has a slow recovery, so use it wisely. JUMPING SIDE KICK u+B -As with the u+A move, you can clear incoming low attacks with this leaping kick strike. Though this one simply ups the wow-factor a few notches. SPINNING BACK HIGH KICK ub+B -Has a similar use to the uf+B move, but this one looks cooler and has a tad more range. If the attack is blocked or ducked, though, you're very likely to get punished for it. STEP-IN SIDE KICK f,f+B -This move has the farthest range of all the attacks. If an opponent is goofing of at medium-far to far range, toss this out to suprise them. === STEP-IN KICK AND PUNCH COMBO f+K, hold A -If you need to clear a lot of ground and want to be offensive about it, pull out this Step-in Front Kick, Mid Lunge Punch chain. === TOMOE NAGE ATTEMPT f+A+B -If you're feeling adventurous, you can go for the classic kick toss throw.
That gives you at least 14 different attacks, 3 types of blocks (high/mid/low) and a movement to dodge low kicks. Also noted is a Tomeo Nage but I don't know how allowed a throw is in an actual karate tournament, but it's nice to change things up. Already sprited are quite a few attacks, most of them actually. It comes down to me wanting to attach a coder to the project to re-spice my interest and finish the remaining animations. When all anims are completed, a simple color seperation (hair from belt and upper gi from lower gi) is planned so more interesting palettes are available. I'll end with showing some of the animations, since I know that's what you really want to see: Video of the original game in action to refresh your memory in case it's needed:VIDEO The_None was previously contacted to code, but projects keep piling up on him, thus I thought I'd give him a break. Please comment!