The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: BigFiji on December 02, 2019, 05:56:12 AM

Title: Project: DragonBall Infinite Battle
Post by: BigFiji on December 02, 2019, 05:56:12 AM
Hello!

My name is BigFiji. I've been a lurker on MFG for some years now, and finally decided to make an account this year.
This is an idea of mine that I've dreamed of making for the last three years, finally come to light.
Introducing: Dragon Ball Infinite Battle (Ver. Alpha 0.1)

(https://www.pastepic.xyz/images/2019/12/01/BoxArt-Revision-1-2f1d566c871fb65d8.jpg)

This project has been in development hell for years, and actively worked on for the last three months.
Characters,stages and screen packs were taken from many different sources (Including the talented CobraG6/Masulardi Mugen; Mikel888, TeamZ2 and others)(All credited in a dedicated credits file), and edited by yours truly.
All Menu's and UI were built using KamiloXNumetal's Story Mode Engine (popularized by EXPA Entertainment's Retro Battle X Series (another direct influence and inspiration for this game)).

Their are Mugen based games with story modes implemented into them (Shout outs to One Piece Fighting Adventure (Wenchu) and the previously mentioned Retro Battle X Series); but the ones that currently existed feel light on the story aspect.  So, after being introduced to the story mode engine made by KamiloXNumetal, i decided to try my hand at it.

This game is focused on delivering a great story mode experience. This is still MUGEN though, so things like balancing/competitive aspects/better sprite work/ etc will all be coming, just later in the pipeline.

*************************************************************************************************************************************************************

FAQS
---------------------------------------------------------------------------------------------------------------------------------------------------
Current Developers
I am the sole developer on this game.*
Progress will be slow but steady. I have a development plan in motion for the entire of the game (Found below) which will be expanded upon as time goes on. (Learned not to plan too far in advance, changes are bound to show up eventually.)

*Subject to change; anyone with ideas, contributions or suggestions feel free to reach out (gangstaman525@yahoo.com(yea yea funny i know)/PM on this site). I'm not actively looking for partners/co-developers, but feedback/constructive criticism is always welcomed and appreciated. Anyone who contributes in anyway will be credited.


Goals:
This is my first official Mugen project, but it's as ambitious as they come. I plan to cover the majority of Dragon Ball Z and Super; From The Piccolo Jr. Saga all the way to the beginning of the Tournament of Power.


Short Term Goals
- Finish all sagas up to end of DBZ (Beta I scheduled for September 2020 if everything goes according to plan)
- Properly balance existing characters (Gradual task, will improve with every update)
- Finish all Super Sagas up to Beginning of Tournament of Power (TBD)


Long Term Goals
- Continue to upgrade UI and Menus
- Add interactivity to menus
- Add Online Functionality (IKEMEN Port/ Parsec work around/ Other alternatives)
- Optional fights like Ninja Storm 3 (Hero/Easy fight - Legend/Difficult Fight)
- What If Sagas (WAYYYYYY Down the Line/DLC)
and much, much more...

*****************************************************************************************************************************************************************
Development plan:
(Dropping this here for accountability/motivation purposes - but life happens, so nothing is set in stone)
----------------------------------------------------------------------------------------------------------------

3 Month Development/Release Cycle
------------------------------------------------
1 Building Month Per "Saga"
2 Sagas per Release
1 Month of Clean Up/ UI Editing/ Maintenance/ Buggfixing
Release


EX:
Build I (September) : Intro + Saiyan Saga
Chaps: 1 - 16

Build II (October): Namek Saga + Side Sagas I/II
Chaps: 17 - 29

Build III (November): Maintenance Month

December 1st: Alpha I Release


So on and so forth......

*************************************************************************
Feature List (as of Alpha 0.1)
------------------------------------------------------------------------------------------------
- Dragon History Mode: Full story mode with cut scenes, optional story paths, unlockable characters/sagas, and more (Up to End of Namek Saga)

- Tips and tricks section (recommended read)
- Button Layout, Movesets List and Mini Practice Mode for every character thus far (under construction)

* Battle Mode: Vs Mode with your standard Mugen fare; Current features (as of Alpha 0.1) include:

- Grand Budokai: Multiversal Tournament with every unlocked character being a new challenger. Different characters are part of different tournaments, so unlock them all to take part in every tournament. Once all of the tournaments are cleared, a final challenger awaits. Unlock the tournaments, Fight your way to the top and claim the mantle of strongest in the known multiverse.*

- ZBattle (Solo or Co-op): Standard arcade mode for you or you + a friend

- Survival (Solo or Co-op): you or you + a friend fight until you drop

- Theater Mode (Watch Mode)

- Time Chamber (Practice)


*This mode is in pre-alpha stages despite the release, and will not be complete until the full game drops. There will be 5 tournaments + Final Boss + Secret Bosses, and will include all characters (Super included). Will be expanded on every release.




*Full Roster (Subject to change):
Spoiler, click to toggle visibilty


*Update Log (Updated with every release):
Spoiler, click to toggle visibilty


*Video*

Teaser Video:


Gameplay #1


Gameplay # 2


Full Trailer for the Game:
*Coming Soon*


Game Link:
https://mega.nz/#F!1OxkiKZa!5TBh3cskcrdDh3Z_fTbIOw

**************************************************************************
Thanks to everyone that's helped out this far. Shout outs to the bros Kevo and Kmac for Pre - Alpha testing/Suggestions; thanks to my younger brother for humoring my never ending requests, shout out to everyone who inspired me to start this journey, and shout out to anyone who might be inspired by this. Lastly, shout out to the 11 year old inside me, who gets hyped every time i start the .exe for the game. I built this for him and all the Dragon Ball lovers like him.


Life permitting, I'll try to post regularly with updates and progress.


Until next time,


BigFiji


Title: Re: Project: DragonBall Infinite Battle
Post by: Hephaistos31 on December 02, 2019, 10:10:49 AM
Please change those MK sounds.. It just does not fit at all with a DBZ screenpack. It made me stop the video tbh xD
Otherwise, you have a great goal here. I wish you good luck. Try to give same hitsparks to all of your characters and things like this to make it homogenous.
Thanks for sharing with us!
Title: Re: Project: DragonBall Infinite Battle
Post by: EgyLynx on December 03, 2019, 12:09:29 AM
I have some hints... ask at PM if youre wanna... :( .
Title: Re: Project: DragonBall Infinite Battle
Post by: 『レム-レム』 on December 03, 2019, 02:06:00 AM
I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
Title: Re: Project: DragonBall Infinite Battle
Post by: BigFiji on December 03, 2019, 03:44:11 AM
Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)

 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
Title: Re: Project: DragonBall Infinite Battle
Post by: EgyLynx on December 03, 2019, 05:53:48 PM
I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
It seens at youre go only in that Mugen think without read any  other files:( . That is just for different gameplay :(

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)
 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
I was, and i am terriple dissapointed... these stories/Sagas are nice idea... but :( ...
Youre be a sure that all PERSONS are found...
I have feelings at bad about at youre not get all...
And this good idea at drop with just one think :( ...

Title: Re: Project: DragonBall Infinite Battle
Post by: BigFiji on December 04, 2019, 04:25:12 AM
I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
It seens at youre go only in that Mugen think without read any  other files:( . That is just for different gameplay :(

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)
 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
I was, and i am terriple dissapointed... these stories/Sagas are nice idea... but :( ...
Youre be a sure that all PERSONS are found...
I have feelings at bad about at youre not get all...
And this good idea at drop with just one think :( ...



I already have all the characters mentioned in the full roster ready to be implemented/tweaked as necessary. Actually, most of them are in the Chars folder in the first alpha release, just unused. I'm not entirely sure if that's what you concern was, but if so, don't worry, everyone that was promised will be in the game  :thumbsup:

and again, thank you for playing, and for the CONSTRUCTIVE criticism.
Title: Re: Project: DragonBall Infinite Battle
Post by: EgyLynx on December 04, 2019, 08:44:24 AM
I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
It seens at youre go only in that Mugen think without read any  other files:( . That is just for different gameplay :(

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)
 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
I was, and i am terriple dissapointed... these stories/Sagas are nice idea... but :( ...
Youre be a sure that all PERSONS are found...
I have feelings at bad about at youre not get all...
And this good idea at drop with just one think :( ...



I already have all the characters mentioned in the full roster ready to be implemented/tweaked as necessary. Actually, most of them are in the Chars folder in the first alpha release, just unused. I'm not entirely sure if that's what you concern was, but if so, don't worry, everyone that was promised will be in the game  :thumbsup:

and again, thank you playing, and for the CONSTRUCTIVE criticism.
Game self not found one Gohan at one point at almost end...
Title: Re: Project: DragonBall Infinite Battle
Post by: Nedflandeurse on December 07, 2019, 05:21:15 PM
Looks interesting.
But I cannot download correctly.
All the files have to be downloaded 1 by 1.

Can you upload it in a rar or zip file ?
Because MEGA want me to instal an App to allow me to DL in a zip.

I'll keep an eye on this.


BTW : someone have actually tested it? is it worth trying?
Title: Re: Project: DragonBall Infinite Battle
Post by: BigFiji on December 07, 2019, 06:19:29 PM
Looks interesting.
But I cannot download correctly.
All the files have to be downloaded 1 by 1.

Can you upload it in a rar or zip file ?
Because MEGA want me to instal an App to allow me to DL in a zip.

I'll keep an eye on this.


BTW : someone have actually tested it? is it worth trying?

Preciate' the interest. Have you tried highlighting the files folder and left clicking? That should allow you to download everything at once. If not, i'll be working on a hosting alternative in the coming weeks; its finals season (Last semester of university) so i don't have a lot of time to work on the game rn.

Also, if possible i recommend looking into using the mega downloader . Been using it for 4 years now, one of the best decisions i ever made.


I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
It seens at youre go only in that Mugen think without read any  other files:( . That is just for different gameplay :(

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)
 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
I was, and i am terriple dissapointed... these stories/Sagas are nice idea... but :( ...
Youre be a sure that all PERSONS are found...
I have feelings at bad about at youre not get all...
And this good idea at drop with just one think :( ...



I already have all the characters mentioned in the full roster ready to be implemented/tweaked as necessary. Actually, most of them are in the Chars folder in the first alpha release, just unused. I'm not entirely sure if that's what you concern was, but if so, don't worry, everyone that was promised will be in the game  :thumbsup:

and again, thank you playing, and for the CONSTRUCTIVE criticism.
Game self not found one Gohan at one point at almost end...

Kid Gohan, Teen Gohan [SS2], Adult Gohan and a Forth Unlockable Gohan ( Surprise  :pleased:) are all in the game. Kid Gohan is in Alpha I.

(Hint: You have to unlock the characters by playing the story mode. After unlocking them, they are available for use in Battle Mode.)
Title: Re: Project: DragonBall Infinite Battle
Post by: EgyLynx on December 11, 2019, 06:45:37 PM
Yeh yeah but...Story mode not found one Gohan... And i don´t know which select.def that story battle uses...
I think, youre making 0 get work because there is that like game much less memory take and so on... anyway it at bugs or two... if select eng...
And it seens at youre not allowed use these persons ... so...
Title: Re: Project: DragonBall Infinite Battle
Post by: BigFiji on December 11, 2019, 09:26:13 PM
Yeh yeah but...Story mode not found one Gohan... And i don´t know which select.def that story battle uses...
I think, youre making 0 get work because there is that like game much less memory take and so on... anyway it at bugs or two... if select eng...
And it seens at youre not allowed use these persons ... so...

Not to be rude, because i really do appreciate all feedback; but your not making sense.  I dont know what you mean by "Story mode not one gohan found". There are four Gohans in the game, one of which is playable as of the first release. You have to unlock him (and every character that isn't Goku) by playing through the story mode (Dragon History). (Super Hint: you don't get Gohan Until the Namek Saga.)

Also, this

"I think, youre making 0 get work because there is that like game much less memory take and so on... anyway it at bugs or two... if select eng..."

does not make grammatical sense. If English isn't your first language, i suggest using a translator.

Reference the In game Tips and Tricks Menu if your still having issues, or PM Me with your specific problem.