Hello everyone! I've mainly been a lurker around the Mugen community for the past few years except for the few occasions I post something I made or need help with something, and finally felt comfortable enough to talk about my personal MUGEN build to everyone. It's nothing special, considering its still pretty much my work desk to learn the intriciacies of MUGEN, but just felt like talking about it somewhere. I guess it's a fullgame that could be considered a glorified compilation, (I don't really know what fits the definition of compilation these days) but I digress. The premise is that it's a Capcom vs SNK based roster with guest characters, official 3 on 3 teams and multiple fleshed out arcade modes for solo play, 2 on 2 tag team play, and KOF style turn based 3 on 3 play. I planned on doing this by having multiple Select.def files that you would select based on the game mode you'd play so you'd have the mode specific ladders.VIDEO Story A mysterious fighting tournament has been announced, welcoming participants from the World Warrior and King of Fighters tournaments alike. Dubbed "The King of All Fighters Tournament," suspicion arises as fighters once believed dead begin to return, hosts of tournaments past congregate together, and new faces enter the fray. Whether they have come to test their strength or investigate the tournament's mysterious circumstances, who will be crowned the King of All Fighters?The Name Spoiler, click to toggle visibilty
Currently it has the name "The King of All Fighters" because its meant to be a mass tournament featuring participants of other fighting tournaments. (Back in the day I originally called this "Battle for Supremacy: Retake the Destiny" but I felt it was way too vague and abstract a name for what it really was, plus the story I had in mind for the game changed significantly. Good thing I changed it nowadays, because it's coincidentally a biiiit too close to Ryu Hoshi's amazing Neo Geo x Capcom: Battle for Destiny.) Another name I've considered was "The King of Street Fighters" but felt that limited the scope.
Characters Spoiler, click to toggle visibilty
The roster is pretty large by traditional fighting game roster standards, with 80 characters sitting on the select screen. The idea was to have the roster start at 54, as the Capcom and SNK sides have 27 characters each, and unlock all the other characters through the arcade mode by meeting certain conditions. You'd unlock sub-bosses and final bosses by beating them in arcade runs, unlock guest characters by beating them when they appear, and unlock alternate character forms by beating arcade mode with that specific character. Considering that in Ikemen you can implement unlockable characters, I'm definitely keeping that engine in mind. Until then, the game by default starts with a "locked" roster Select.def that hides all the guest and hidden characters, and makes all the boss characters unselectable black silhouettes with question marks for names.
Though its predominantly a Capcom vs SNK based roster, it's 3 on 3 focused combat with "official" teams. The two sides are strictly Street Fighter vs King of Fighters, without external series often seen in crossover games such as Darkstalkers or Samurai Shodown. However these two sides will feature characters from other games that are (mostly canonically) connected to their main series. In the same vein that Garou: Mark of the Wolves or Buriki One characters are eligible in the King of Fighters, characters from Rival Schools and Street Fighter EX are eligible for the Capcom side.
The roster also has guest characters from other fighting games outside these two branches, meant to serve as a middle faction of characters who aren't affiliated with either side. Their eligibility is based on if their game is set in the modern day, and aren't grossly overpowered if they participated in a fighting tournament. Basically, characters like Spider-Man, Goku, or Jotaro Kujo won't be included, but characters like Asuka Kazama, Ray McDougal, and Akira Yuki could be.
The game currently has 9 sub-bosses and 9 final bosses. There are 2 boss teams, 2 sub-boss teams, and 6 solo entries. The two tiers may have some interesting choices, but that's because I wanted certain characters to be back on their original pedestal. Adon and Sagat for instance, were the respective sub boss and final boss in Street Fighter 1, so they appear in those roles instead of regular members of the roster.
The roster shown here likely isn't final, as there's about 7 or so slots I haven't fully decided on. At one point the roster had 86 characters, but I realized I was throwing in characters I didn't really care for just for the sake of symmetry
https://i.imgur.com/4tBXNjI.png Alternate forms or designs of characters will appear in the game as hidden characters that aren't added to the total roster count.
https://i.imgur.com/AgPgj2J.png https://i.imgur.com/w7ZzLPo.png https://i.imgur.com/eTIE6v9.png Teams Spoiler, click to toggle visibilty
As of this post, here are the teams that I've decided on so far. I'm constantly rearranging them because I'm indecisive, so keep that in mind. Feel free to share some team suggestions as well.Anatsuken Team Ryu, Ken, SakuraKyokugenryu Team Ryo Sakazaki, Robert Garcia, Yuri SakazakiJustice Team Batsu Ichimonji, Kyosuke Kagami, Tiffany LordsSacred Flames Team Kyo Kusanagi, Iori Yagami, Ash CrimsonFinal Fight Team Cody Travers, Guy, Maki GenryusaiFatal Fury Team Terry Bogard, Andy Bogard, Mai ShiranuiStreet Fighter Women's Team Chun-Li, Cammy White, Blair DameClassy Women's Team King, Blue Mary Ryan, VanessaNew Generation Team Sean Matsuda, Alex, IbukiGarou Team Rock Howard, Tizoc, B. JenetHong Kong / Kung-Fu Team Fei-Long, Yun, YangKorea / Taekwondo Team Kim Kaphwan, Kim Dong Hwan, Kim Jae HoonKanzuki / Rival Team Karin Kanzuki, Makoto, Rainbow MikaSidekick Team Benimaru Nikaido, Joe Higashi, Rick StrowdAnti-Bison Team Charlie Nash, Rose, DudleyAgent Team K', Ralf Jones, Leona Heidern"Wrestling" Team Poison, Hugo Andore, SkullomaniaAbandoned Team Yashiro, Shermie, AngelRevenge Team Urien, Adon, VegaHenchman Team Ryuji Yamazaki, Billy Kane, GrantPower Team M. Bison, Gill, SagatCrime Boss Team Rugal Bernstein, Kain Heinlein, Geese Howard
Gameplay Spoiler, click to toggle visibilty
Gameplay wise overall its solely POTS style. I know I know, it's just my favorite gameplay style for multiple reasons, and starting out it was a good baseline for consistent gameplay across the roster. Potentially it'll evolve as I work on this and learn how to edit movesets. I aim to stick to the original spirit of POTS characters being the best iterations of themselves. For instance regular Charlie Nash has his SFV moveset as his base, but is a command character with the Alpha specials and supers he did not have in SFV. Ken Masters has all of his SF3 and CVS moves in one package. I changed Chun-Li's Kakukyakuraku to its SFV version compared to its original and gave her Hyakuretsukyaku an additional motion command. Sean Matsuda has his dragon smash, Kyo Kusanagi has his rekkas and his fireballs, Terry Bogard has his...everything. You get the idea. Currently I plan on every character having grounded chain combos and no air chain combos. I want it to be a more grounded game in comparison to MVC type gameplay.
Future Changes Spoiler, click to toggle visibilty
I want to change all the common sound effects for the characters, as I hate the CVS hit sound effects but haven't found something that's really solid and punchy to replace em yet. Streets of Rage 4 is pretty close to what I'm looking for, but I'm unsure if it'll fit the style of game. I'm also dreading it because of how large my roster is. I doubt it being possible, but I really want to find a way to implement background characters appearing in turns gameplay like the classic KOF games. I've seen certain KOF characters in MUGEN have partners in the background for decoration (a Geese I found years ago had Mr. Big and Krauser in the background when picked as player 1, Yamazaki and Billy in the background when player 2), so I hope there's a way to kinda cheat it. I could probably implement something similar in simul mode with tag team modifications, where tagged out characters don't disappear off screen but stand in the background at the very least. I plan on making endings for each character, so that they fit the game's story. I've considered having 11 sub bosses and final bosses instead of 9, extending the boss teams to 4 characters instead of the staple 3. This would coincide with making 2 of the final bosses and sub-bosses secret characters that are hidden on the select screen, but I feel like I have enough already.
Other Random Notes Spoiler, click to toggle visibilty
I'm not the biggest fan of alternate colors that are different palettes, so most characters have alternate colors based on different costumes. This definitely depends on the character and how many they have that can replicated well.
https://i.imgur.com/AvbPeYq.png https://i.imgur.com/lEQ6Y8V.png Each character's default attire can be selected by light punch or light kick. However, they'll be slightly different; light kick has a classic feel, and light punch has a modern feel. Ryu's light kick color is similar to his appearance in MVC2, and his light punch color is based on his SFV attire. In Terry Bogard's case, he has a color that's more traditional and one based on his Smash appearance.
https://i.imgur.com/NHuvL5L.png https://i.imgur.com/bBfYkj1.png I'm using Devon's Super V Dash: Rainbow Edition lifebars, and making custom portraits for most of the roster (replacing several of Devon's Street Fighter portraits, making every other character's portrait from scratch). I might release a pack of all the portraits I've made separately, because I have made a LOT. At some point I'll change the colors, likely making the red colors on the lifebar purple, or gold and blue for the corresponding sides like on the character select screen.
If you actually read all of this, I really appreciate you doing so. I look forward to potentially making more things within the community!