This sub-forum is for the development of my next full-game project, Capcom vs. The World.ConceptThe idea here is to make a game that I have had ideas for since I was a teenager. It pits famous Capcom characters against characters from various other sources and franchises. It's definitely a fantasy crossover that will provide for some interesting match-ups. It shouldn't take as long as SHADEs 2, as far as development goes, since most of the characters are sprited already.RosterClick HereGameplayThe gameplay will be a blend of MVC-style commands and combos, but with more grounded physics (there will be super-jumps, but definitely not like MVC). Here are some more details, conveniently in list form:-6 button gameplay (Light Punch, Heavy Punch, Light Kick, Heavy Kick)-The 5th button is specifically for grabs/throws-The 6th Button is the "Unique Tactic" button, which performs a character specific action or attack, and is also used for Supers-Super commands will be MVC-style but with the "UT" button, as in QCF+UT, QCB+UT, etc.-EX Moves a possibility definitely-Combo system will be similar to MVC2, but not exactly like it-Every character has a launcher and air combos-I will try to give every character at least one Aerial Special-I am still trying to figure out an original gameplay mechanic, something like SF4's Focus Attack or MVC3's X-Factor, that sets it apart from other games. I am open to suggestions in that area, so feel free to leave some! This is now the Unique Tactic mechanicThis page will be updated constantly, so let me know what you think and keep checking for new info.
Hmm... Looking good so far, but I'm not so sure about having a seperate throw button. In most Capcom games, throws have usually been a punch button and a kick button combined with a direction (lp+lk, in the case of SFIV) or a single button and direction (hp, for MvC3). But I suppose it might make things a bit more interesting, so... As for original features, I have two ideas, both of which come from project ideas of my own (none of which will see the light of day, sadly). I present to you the Health Tier System and the Adrenaline System.Spoiler: Health Tier System (click to see content)The Health Bar is divided into "tiers" that represent the state of the character - green, yellow and red. This could be represented by segments on the bar. As health is chipped away, the tiers change.Characters can only perform certain moves when their health in the green tier - This could be EX moves or the next best thing you've got.In the red tier (the last 30% or so of health), a special desperation move becomes available, only when the entire Super Bar is charged.Spoiler: Adrenaline System (click to see content)This mechanic assumes the Super Bar has four levels, instead of the five seen in other Vs. games.Characters can spend 1 bar of energy to perform an EX move, or a Wave Dodge that avoids projectile moves. The Wave Dodge can also be used to cancel into more complex combos (think the Juke System from Project Lensman).Two bars can be spent to perform a combo breaker or something similar.I'm not sure what to do with all four bars. Either a finishing move or desperation move might be appropriate, but that might never happen seeing as you've got Level 3 Hyper Combos going around.Hope these suggestions were of use to you. Keep up the good work.
Block PullWhile in state 120 if you push the throw button when opponent movehit = [1,2] you do a sort of parry animation and they "slide" off you block. By falling over or you go behind them by "pulling" their appendage.Interpret as needed.
@Steel KomodoI dont see how EX moves are possible when Supers are already performed with two buttons and a command.
Lol I just had a terrible idea: Supers are done MvC style and EX moves are done SF super style. Talk about weird. Imagine doing QCF x2 + P to do an EX Hadouken.
And let's put the basics as KOF type commands. I propose ~DB,DF,DB,DU+x/y for s.LP, hcb*2+x/y for s.SP, qcf*4 in the air for a.LK, etc.Who's with me ?
My friend and I were just discussing a way to include EX moves. Basically, since only 5 of the 6 buttons are in use, we could use the 6th button as a "Special" button. It would work this way:-Pressing the Special Button normally would do a KoF-style Blowback attack-Pressing it while blocking would do an MVC-style Gdvancing guard-Supers would now be done with this button, freeing up 2P and 2K for EX Moves.What do you think?
Example with Ryu: press --> + Special to perform Sinku Hadouken, <-- + Special for Sinku Tatsumaki Senpuu, and l + Special for Shin Shroyuken. Vor you can just do normal commands with the special button.
Sean Altly said, July 29, 2011, 12:51:46 amMy friend and I were just discussing a way to include EX moves. Basically, since only 5 of the 6 buttons are in use, we could use the 6th button as a "Special" button. It would work this way:-Pressing the Special Button normally would do a KoF-style Blowback attack-Pressing it while blocking would do an MVC-style Gdvancing guard-Supers would now be done with this button, freeing up 2P and 2K for EX Moves.What do you think?Actually that's a delicious idea, however I don't think you should use it for supers. I think it should be the trigger to the Level 3 super that the characters have, however. So the general formula would be a punch super, a kick super, and a special button super. Not only does it make it so you don't get supers you don't want, but it is...organized. Yummy.
I say "why not" to the idea, but still not completely convinced. Doesn't feel right to press 2 buttons for ex moves but only one for supers.SF4 on iPhone has a nice thing where the 3 attack buttons are punch, kick and special. On Ryu (SP = special button) :- qcf+P would do Hadouken, qcf+SP would do EX Hadouken.- qcb+K would do Hurricane Kick, qcb+SP would do EX Hurricane Kick.- dp+P would do Shoryuken, dp+SP would do EX Shoryuken.This works well, but obviously you have a problem in your character when there's a qcf+P AND a qcf+K, and you wouldn't be able to differentiate qcf+SP... bleh, scrap this idea.Are you keen on sort of "MAX Mode" or "Excel Mode". You could have your special button being pressed when you have control or anywhere in the middle of combos, making a bar appear and draining you powerbar too in the meantime. You can press the special button at any time to go out of the mode. In this mode, all your specials become EX moves, and supers get their boost version if they have any.
Cazaki said, July 29, 2011, 01:50:40 amActually that's a delicious idea, however I don't think you should use it for supers. I think it should be the trigger to the Level 3 super that the characters have, however. So the general formula would be a punch super, a kick super, and a special button super. Not only does it make it so you don't get supers you don't want, but it is...organized. Yummy.Well, one of the main reasons for using it is for supers so we could have EX moves. I'm trying to figure out how ot make it work. Cybaster said, July 29, 2011, 02:00:39 amAre you keen on sort of "MAX Mode" or "Excel Mode". You could have your special button being pressed when you have control or anywhere in the middle of combos, making a bar appear and draining you powerbar too in the meantime. You can press the special button at any time to go out of the mode. In this mode, all your specials become EX moves, and supers get their boost version if they have any.That would be cool, but I still want to have EX moves because I like the versatility and options it opens up (a nice middle ground between Supers and Specials). In MAX Mode it could make the specials into EX versions for no cost of the bar, that way there's a benefit and they can still have EX moves during general gameplay.
I misinterpreted your post, but in a sexy way that might just work. The way that I had it confused was that you do the motions for normal moves but if you use the Special button then it turns into an EX attack. So say...for CM Punk.QCF + Any punch would give you your rekka.QCF + The special button would give you an ex rekka.QCF x2 + Any punch would give you your level 1 super.QCF x2 + The special button would give you your level 3 super.^ Tell me how you feel about that.
I kinda like the setup you have now, but perhaps using the SHADES style could work (with the 4 button+throw setup you have now).
Since SHADES uses only 5 buttons the best way to have EX modes on a MVC style super commands would be to add a sixth button that acts as a SHIFT button.Doing a special move while holding the SHIFT button would result in an EX move (Bah, no need to hold it, press it at the same time would work aswell but holding it would make it easier).
But with what you said, it gives the same problem as SF4 for iPhone.What if a character has qcf+P AND qcf+K as specials, how do you make the EX move for both the specials ?About Rednavi's idea, it's a good compromise. I'm more worried that it could make some moves hard to perform. For example, if the special/shift button is on Z (C is for throws), then the kick EX specials would have to be motion + a/b + z, which is not really my favourite type of motion as it implies diagonally placed button press.
Cybaster said, July 29, 2011, 04:39:23 amAbout Rednavi's idea, it's a good compromise. I'm more worried that it could make some moves hard to perform. For example, if the special/shift button is on Z (C is for throws), then the kick EX specials would have to be motion + a/b + z, which is not really my favourite type of motion as it implies diagonally placed button press.I had in mind a PS2 controller when I posted that . R1 would be the C button (Throw) and R2 the shift button. It looks simple to me and hell, there's people who play with Carl in Blazblue so whatever
Rednavi said, July 29, 2011, 03:20:26 amSince SHADES uses only 5 buttonsSHADES is 6 button. CvW is 5 button.Also when I said SHADES-style system this does not mean the inclusion of DMs