Author Topic: Official Gameplay  (Read 4835 times)

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Official Gameplay
« on: March 24, 2009, 02:28:19 PM »
HERE IS THE CHOSEN GAMEPLAY: (So far)

O Ilusionsta and DonDrago decided to make a new type of gameplay for the project: (you can track the video progress here: http://mugenguild.com/forumx/index.php?topic=97796.msg880125#msg880125)

BUTTONS (Google automatic translation, there can be errors)




punch
kick
grab
Supers with punch
Supers with kick
assist (Strike)
taunt


ATTACKS
 
All characters have only a kick and a punch in each state (standing, crouching down and air):

Standing - weak attacks (attacks appear strong in combos)
In the air - too weak (no damage), but choose those that have better graphics
Crouched:

+ = launcher (or pop up) *
+ = sweep, always

* LAUNCHER

This coup will be different in each char ... some chars, make a batter attack, where the p2 is thrown against the wall and perhaps when we can jump on your direction and start the air combo. In others, they play the p2 up directly (MVC), but the combos are completely different from MVC!

COMBO

The combos on the ground will be made by pressing continuous buttons, such as,,,. The combo will be different patterns for each char (we are developing several patterns), but all have a Starter Combo (Combo of Novice), as,,


AIR COMBO

We done an air combo as Meteor Combos (DBZ). Explaining:

First, you do + to the launcher (the wall, for example), then you do to make your char pursue (follow-up) that the p2 is in the air. So far, nothing different ... but the party starts now ...

After the follow-up, you press or for a AUTOCOMBO (2 - 4 hits, depends on the char), which runs automatically. At the end of AUTOCOMBO, you press, or + to LAUNCH again to the direction chosen. After that, he shall chase p2 (follow-up) automatically and will also automatically AUTOCOMBO other.

However, you can not go twice in the same direction. If you already sent the p2 up, can not go up again. Got it? we Can make a great combo air, such as the Meteor Combo DBZ

COMBO FINISHER

We have 3 ways to end an air combo:

1 - At the end of each AUTOCOMBO, if you not press anything, the system automatically makes a finisher, impactless and without any damage, which can not be followed by no move.
2 - The command + in the air will always terminate in an Air Combo, where the p2 is thrown violently against the floor, with appropriate effects.
3 - Press the control of the hyper of his character (and since he has a hyper air), it can connect the autocombo in his hyper, causing further damage.

So basically, you can do this:

+ bp (launcher) (follow up) (auto combo), + (another launcher & autocombo) + (3 & autocombo launcher) , + (4 & autocombo launcher) + (aerial rave finisher)

COMBO Breakers

The Combo Breakers (combo breaker to) act in two ways:

- Combos on the ground, normal - can be break with normal combo breaker. It causes very low damage and hit only once (requires 1 bar of power)
- Combos air - can be broken when you are hurled into any direction before you hit the enemy with autocombo. Will you reverse the autocombo, where you can run your own autocombo on your enemy (requires 1 bar of strength)

Counters and others


During the blocks

+ S1 = counter
+ = Guard Roll - faster, shot distance, invencible
+ S1 + S2 = Push Guard

During the fight

+ S1 = Guard Breaker
+ = evade Roll - slower, long distance, invencible
+ S1 + S2 = Keep Away attack (like in Smash Bros)

WHAT IS OUR IDEA?

A thing that we could do something beyond that:

- Different Aerial Raves: the opponent is thrown against the wall (like KFM strong KF Palm, or Last Blade) and rebound THERE our character will jump and follow him with an more extend aerial combo (need a good name to that). its a mix between KFM KF palm/Last Blade with Rage of the Dragons
- Onscreen command list: with a command, with can show a onscreen menu with all the commands
- Force Duel: (dunno how to do this yet) think in Samurai shodown, where the fighters will shock one against other and the players need to keep pushing a button...the winner throw a fierce attack into the opponent
- Chain Moves: The same O Ilusionista had done with Red Cyclone, we can cancel super moves into hyper moves or finishers.
- Combo Breakers: A mix with Killer Instinct and MK, where you perform a move to break oppoents combo (not hyper combos)
- Dizzy states: the characters will go dizzy after many hits
- Interactive stages: Like World Heroes. So we can break stuff and be hurted on a stage

- Gem/item System
There are different  items that could be found in a fight:
-recover life
-power up
-defense up
-life and power up (rare)
the items wont appear like on the Pocket Fighters (arcade), Items are uncommon in a fight.
We are still working on this, we will post more (items) whenever its finished.
 
--------------------------------------------------------------------------------------------------

I will post a screenshot whenever something is finished.
There is alot more, But we cant post something that isnt fully finished (or is fully working)
I will post soon something soon about the fighting system.
I can't answer all questions since Don Drago and O Ilusionista are mostly working on this.


More to come.
« Last Edit: May 17, 2009, 12:57:25 AM by .(O). »
UUUUAAAAAAGHH

:\

Offline Ulisan

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Re: Gameplay
« Reply #1 on: March 26, 2009, 08:04:36 AM »
 This gonna be Cool!!!

 Tell us more about the Force Duel and Combo Breakers (i remenber Combo Breakers from KI, but MK not... :P) cause i need to make the properly sprites for it!

 

Offline DM

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Re: Gameplay
« Reply #2 on: April 24, 2009, 04:43:25 PM »
Quote
- Force Duel: (dunno how to do this yet) think in Samurai shodown, where the fighters will shock one against other and the players need to keep pushing a button...the winner throw a fierce attack into the opponent

Kain the Supreme made a code that simulates it. He calls it 'push push code'. Maybe it can be used. ;P
http://www.kaints.com/public/ppc/en_push%20push%20code.html

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Re: Gameplay
« Reply #3 on: April 24, 2009, 04:44:36 PM »
oh, thanx DM! I will sure take a look into it!




Offline Ulisan

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Re: Gameplay
« Reply #5 on: April 24, 2009, 07:08:17 PM »
 This push-push code is the samurai Spirits Sword challenge where you must push (or smash  ::) ) the buttons to win.
 It's a very good idea make for break the guard (like Reward) or like Jojo bizarre adventure style, whit hits colisions

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Re: Gameplay
« Reply #6 on: April 25, 2009, 01:01:25 AM »
How many buttons ? 3,4,6 ?


the control layout is:

P    K    G
S1  S2  S

Punch, Kick, Grab, Super1 (punch supers), Super2 (kick super), striker.

I will make a better topic about that.



Offline Ulisan

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Re: Gameplay
« Reply #7 on: April 30, 2009, 01:50:17 PM »
How many buttons ? 3,4,6 ?


the control layout is:

P    K    G
S1  S2  S

Punch, Kick, Grab, Super1 (punch supers), Super2 (kick super), striker.

I will make a better topic about that.

 Some Doubts:
 P and K Attacks will be like chain combo? (first punch weak, second medium, third strong)
 and will mix both?
 Down + P is the air louncher, and the Down kick is the FallOut Kick (Usual Strong Down Kick)?
 G is a simple grab or will have variations like throw front, back, up (like MVC Zangief) or Guard Open (like Duo lon and Shen Woo?) pressing directionals with the button?
 S is for the strikers, but they will have just a move or differente moves pressing directionals with the button?
 
 The striker behavior will be like kof 99, 2000/2001 or like Basara Cross?

 Sorry for the uncommon english! :P
 

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Re: Gameplay
« Reply #8 on: April 30, 2009, 02:20:12 PM »
P and K Attacks will be like chain combo? (first punch weak, second medium, third strong)  and will mix both?
- They will be combos, but not exactly chain from weak>medium>strong. Think in FF and you will get it.

 Down + P is the air louncher, and the Down kick is the FallOut Kick (Usual Strong Down Kick)?
- Yes

 G is a simple grab or will have variations like throw front, back, up (like MVC Zangief) or Guard Open (like Duo lon and Shen Woo?) pressing directionals with the button?
- Dunno for Guard open (I don't know KOF too much), but yes, there will be directional variations, as for any move (except the strikers)

 S is for the strikers, but they will have just a move or differente moves pressing directionals with the button?
- no, just one attack and, if the creator wants, a combinated hypermove.
 
 The striker behavior will be like kof 99, 2000/2001 or like Basara Cross?
- KOF

Sorry for the lack of more info, but the post with all the info was at another forum, and they dumped it. I've asked alread to his admin to give that post to me, but no response until now.
« Last Edit: May 01, 2009, 08:42:02 AM by O Ilusionista »



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Re: Official Gameplay
« Reply #9 on: May 01, 2009, 08:31:57 AM »
Topic updated, check it out.



Offline Daeron

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Re: Official Gameplay
« Reply #10 on: May 01, 2009, 08:40:40 AM »
This looks interesting and fun, so many original ideas! this gonna be a cool game for sure!  :sugoi:

Re: Official Gameplay
« Reply #11 on: May 01, 2009, 08:57:59 AM »
Looks very amazing, I like the whole aircombo thing.

This game is gonna be awesome, and it has many intresting characters
Good Luck

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Re: Official Gameplay
« Reply #12 on: May 01, 2009, 09:16:02 AM »
Thanx pal.

you can see some videos on this topic: http://mugenguild.com/forumx/index.php?topic=97796.msg880125#msg880125



Re: Official Gameplay
« Reply #13 on: May 01, 2009, 11:02:19 AM »
Oh, awesome, didnt know there wer any videos out :P (just noticed the new topic too)
I expected it to be MvC like (even though you said it wont be :P). But it looks very awesome, definatly original, never seen anything quite like it.

Never though a game could be that much influenced in air combat (except for that ps2 shinobi game xD)

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Offline jailuis

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Re: Official Gameplay
« Reply #14 on: December 13, 2009, 09:22:33 AM »
Quote
- Force Duel: (dunno how to do this yet) think in Samurai shodown, where the fighters will shock one against other and the players need to keep pushing a button...the winner throw a fierce attack into the opponent


Actually I know how to do this...I work with Helpers mostly, but I guess I can work it out here...

Its similar to this: http://www.kaints.com/public/ppc/en_push%20push%20code.html

But I dont use 2 hitdefs...actually that was my base to learn about it....

I'll work it out with Bison First to give it a try..show u the results later

AFTER giving it a try, this is what I got: http://www.youtube.com/watch?v=25UMGeUJ4SA
« Last Edit: December 14, 2009, 05:31:48 PM by jailuis »

Offline DJ Track

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Re: Official Gameplay
« Reply #15 on: December 14, 2009, 08:18:59 PM »
That is really awesome. You actually have to tap a button to win the clash. İt's like a beam struggle but, such things are more for Dragonball Characters.  :)  

Offline Paraside

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Re: Official Gameplay
« Reply #16 on: December 15, 2009, 12:01:51 AM »
Impressive