currently i have an idea that i have yet to discuss with sean, but here goesbased on if you guard right when the attack hits, or maybe tap foward, (havent decided yet)im thinking maybe having a throw counter system implementedon the intial succesful counter the character grabs the opponentright after the opponent has a chance to escape by mashing buttonsif the escape is succesful, nothing happens otherwise the opponent can either toss the opponent into the air and immediately start on a air combo...hmmm havent really finished thinking this one throughbut id like to hear ideas from you guys on what could be implemented
Stage interaction would be nice kinda like syns metro stage and that elevator one hes got. But you guys are using other people stages so I can probably only dream.
The problem with the throw counter system is that it makes doing throws too risky, and ruins any chance of Grapplers being decent.... This is assuming you have a grappler in the roster though.
Itens system. Using mk sprites, you can implement rocks and other things alike on the stages, jumping up when characters land or are thrown against the ground, etc.You could then have a pickup move for each character that allows them to use the several objects around, or even characters that dispense objects.
Laxxe23 said, July 02, 2008, 11:47:40 pmcurrently i have an idea that i have yet to discuss with sean, but here goesbased on if you guard right when the attack hits, or maybe tap foward, (havent decided yet)im thinking maybe having a throw counter system implementedon the intial succesful counter the character grabs the opponentright after the opponent has a chance to escape by mashing buttonsif the escape is succesful, nothing happens otherwise the opponent can either toss the opponent into the air and immediately start on a air combo...hmmm havent really finished thinking this one throughbut id like to hear ideas from you guys on what could be implementedI don't like the method for scaping, as an attacker i can just start mashing as soon as I know the attack should hit to avoid being ocuntered... now that I think about it, if I mash and the other guy just blocks I am ruining my chances to combo.
Satou Sei said, July 03, 2008, 12:35:46 amLaxxe23 said, July 02, 2008, 11:47:40 pmcurrently i have an idea that i have yet to discuss with sean, but here goesbased on if you guard right when the attack hits, or maybe tap foward, (havent decided yet)im thinking maybe having a throw counter system implementedon the intial succesful counter the character grabs the opponentright after the opponent has a chance to escape by mashing buttonsif the escape is succesful, nothing happens otherwise the opponent can either toss the opponent into the air and immediately start on a air combo...hmmm havent really finished thinking this one throughbut id like to hear ideas from you guys on what could be implementedI don't like the method for scaping, as an attacker i can just start mashing as soon as I know the attack should hit to avoid being ocuntered... now that I think about it, if I mash and the other guy just blocks I am ruining my chances to combo.good point hmmmm
I'm all for some interactivity with the stages, being able to use rocks and other stuff as weapon or shield. Even minor stuff like a stage with water on the ground, which splashes and makes noise when the characters walk on it.An idea like that : Revised TOP mode from MOTW. Go read more about it if you don't know what it is, but basically, it gives you a boost in many aspect when you life is within a certain range, that you choose yourself at the beginning of the round. Being characters with superpowers, that would be a nice way to boost them up a bit for some time. It's also worthy to note that in MOTW, the characters gain an additionnal move while in TOP mode.Another way, much simpler, to implement some char boost, would be to use the MAX mode system from KOF.
Don't know how your throw characters work but you could have multi part throws ala King from Tekken that the opponent CAN escape from by pressing the appropriate buttons. Alternatively you could make throw escapes universal at the cost of some special bar and/or some life.Though to balance it throw characters should have something to make them more formidable. Maybe you could implement a heat mode. When a character is in this mode they have new attributes. The ability to escape throws is one. But throws have better range and can even be used on a hit stun opponent.I don't know, just a few ideas to help you brainstorm.
This is something I was working on the SxC project on my forums to make it a bit unique from the rest and I wasn't going share it but anyway this is purely optional.Well Im sure you will have cut scenes and a winquote system. Depending on if the characters will be place in a set order, how bout a character type ladder? You know like how games such as MK, Melty Blood AC, etc., to see who is the next and future opponents to come. Just my idea I was using like I said earlier to give it a full game feeling.It could be coded as a win pose after the winquote and cutscenes.Its nothing more than a suggestion.Oh I was aware that this have nothing to do with the fight system before someone comes here and tries to make a scene.
just had a convo with kamekaze and here is his ideaQuoteZeckle - in case you havent guessed, im a jew says (7:53 PM):so thought of anything that we could implement?kamekaze says (7:53 PM):well those despiration attackswe could put more than just a life trigger around itZeckle - in case you havent guessed, im a jew says (7:53 PM):?kamekaze says (7:53 PM):like a meter that builds up as u fightZeckle - in case you havent guessed, im a jew says (7:53 PM):like whatah kamekaze says (7:54 PM):and that meter could control other things tooeven a custom combo-ish mode with itkamekaze says (7:55 PM):that can only be done when it maxes outor even i max mode that allows infinite supers for a time. however they dont have the pause timeZeckle - in case you havent guessed, im a jew says (7:56 PM):ah i seekamekaze says (7:57 PM):heck you can even put in moves that require button presses the possibilities are endless kinda
well you have unlimited possiblities because not limited sprites and this is full game so cool features can be implemented. For me more features + interaction = better (most full games is just bunch chars and staged from one creator/team with only few features which make true full game). I know i isn't actually suggestion but I hope opinions are allowed too.
sean and i have decided to have a super useable once per round only at low healthmore suggestions are wanted to make the potential come forth
Something like Tekken 6 where characters get into a Rage mode when they reach < 100 health? Throw in a variable that checks for this, some attackmulset, probably some PalFX to go with it?Then you could code the lifebars as a helper, and then make the lifebars fiery or something when this happens.
Laxxe23 said, July 04, 2008, 02:47:24 pmsean and i have decided to have a super useable once per round only at low healthDoes this mean that each character we know will have a new super, or that you'll give the Level S super a new requirement ?
Legen-Wait for it!-Dary Cybaster said, July 04, 2008, 02:58:45 pmLaxxe23 said, July 04, 2008, 02:47:24 pmsean and i have decided to have a super useable once per round only at low healthDoes this mean that each character we know will have a new super, or that you'll give the Level S super a new requirement ?level s will have a new requirementLeon Belmont said, July 04, 2008, 02:51:09 pmSomething like Tekken 6 where characters get into a Rage mode when they reach < 100 health? Throw in a variable that checks for this, some attackmulset, probably some PalFX to go with it?Then you could code the lifebars as a helper, and then make the lifebars fiery or something when this happens.i was considering doing something along the lines of what kamekaze said for powerup stuff ie have another bar or have an indicator that allows you to powerup
Moving Traffic.Thats it, moving traffic. imagine a fight atop a car where bottles and stuff gets thrown and flung as the opponents are fighting, perhaps even jumping from one car to another every few seconds, the fight could even have moments where its done in the middle of the road as the cars speed by at incredible speeds, sometimes an exclamation point flashing by warning the characters to jump out of the way of some larger ones headed their way.Riot- A stage amidst a crowd of rioting persons, citizens passing by wielding weapons and attacking your characters amidst the fight, sometimes just passing by with stolen goods, can you finish the battle before the riot police appears?!
i read only the begining and some of the middle of this.i personally think you should add a Dead Or Alive styled counter system. depending on the direction will depends on the counter throw, and if the opponent starts button mashing AFTER they are in the counter grab. you can easily break them apart with some kinda SFA counter effect and place them enough distance from each so no one can get cheap shots.
a "light" super cancel system, so that you can cancel out of and into special moves/super moves, but not make crazy super chains like "omgzorrarelvl2" type characters
Update:got a counter grapple system in, basically like in tekken if two grabs connect then they cancel eachother outcurrently its only implemented in snow, but soon will be implemented in all of the characters once sean finishes up the grapple sprites and changes the grab states to the correct stateswe might go a step further and add a grapple system in that involves trying to win the grapple and succesfuly throw the opponent kind of like the dbz system of tapping a button faster or pressing button in a certain order faster, but thats not decided as of yet