LansingWolverine Posted December 20, 2015 Posted December 20, 2015 Man, I've been gone for a while. Anyways, I've been working on something since June. It's multiple movelists for different characters for a 2D fighting game that some of my mates have been working on. We're still looking for help for character designs and such since our team is only 3 people. I've been assigned to help create the game's battle system. I've already created the basics and around 10 characters already, but I've only finished 2 characters. The point is I want to get your guys opinions on the system I've created. I'll update this when I finish more characters, as at least 80% is probably going to change. Also bear in mind it's my first time doing this kind of thing, so it's kinda sucky. Battle System Spoiler Move List Explanation Command Move Name Move Type Explanation (optional) Button and EX properties Move Types Air Throw: An air throw. Anti-air: They usually cover a good amount of air or can setup nice combos. Typically good against people who jump in too much. Balance: Usually just a projectile assist. Capture: A move that captures the opponent. Sets up combos, catches them off guard and can sometimes combo into a Rage Finisher. Dash: A move that gets the character dashing right at the other side of the screen. Usually does good damage and shoots the opponent away if they are trying to pressure. Enhance: Usually something fast or speedy, kind of like a dash. Expansion: Something fairly different for each character. Ground: A move that usually helps in ground pressure, usually as a projectile on the ground or a strong attack that covers a good amount of the stage. Heal: A move that if finish, you regain some health. Launcher: A move that launches your opponent in the air for combos. Projectile: A projectile attack, helps with defense and also helps your zoning game. Some projectiles are better than others, though. Rekka: An attack that has multiple follow-ups that forms combos. Throw: If the opponent is right next to the character, they then will be thrown. Some do good damage and some lightly toss them in the air for combos. Variety: Something that differs between all characters, and has different outcomes depending on how you use it Health Values 5 = 1200 4 = 1100 3 = 1000 2 = 900 1 = 800 Commands DF = Down-Forward DP = Dragon Punch (Shoryuken motion) RDP = Reverse Dragon Punch DB = Down-Back HCF = Half Circle Forward HCB = Half Circle Back 360° = 360 motion= Charge backwards[D] = Charge downwards[DB] = Charge down-backP = PunchK = Kick2P = 2 Punches2K = 2 Kicks3P = 3 Punches3K = 3 Kicks(P) = Mash Punch(K) = Mash Kick(Air) = Can be done in air[Air] = Air only System6 buttonLP+LK = ThrowMP+MK = Active (changes with char)D+MP+MK = Power ChargeHP+HP = Passive (changes with char)-Passives last 5 seconds-Passive bar fills with hits to and from opponents3 meter barEX Moves performed by 2 punch/kickAt 15% health, Rage is enabled-Attack power increases by 10%-Gains a meter-Can use a new move that always does 33% health of opponent (3 meter)-Music changes H = HealthP = PowerS = Speed Basic Shoto character Spoiler Shoto (Basically Ryu) H = 3P = 4S = 2 DF PWhite FireProjectileButton determines speedEX is a 2-hit DP PDragon PunchAnti-AirButton detemines height and speed EX version is invincible to projectiles DB KTiger KickExpansionButton determines number of hitsEX ends with wall bounce hits DF KDonkey ThrustExpansionButton determines strength and distanceEX is a wall bounce PassiveDragon StanceMoves do 5% more damage ActiveOxien StrikeFocus AttackHold to change powerCan be cancelled into a dash for 1/3 of Passive meter Rage FinishDF, DF PL.Dragon Punch into giant 10-hit White Fire and a EX Donkey Thrust Dulton-like character (added since it's a odd character that I feel could potentially give some variety) Spoiler Traveling Street Fighter (Basically Dulton from Double Dragon Neo Geo) H = 3P = 4S = 2 (P)Blazing FistsEnhanceButton determines number of hitsEX hitting 7 times and ends with kick DF PSpicy TossProjectileButton determines number of projectilesEX throws giant projectile , F KItalian SpecialDash/ThrowButton determines distanceEX goes full-screenWhen dash connects with opponent, SF punches, knees, and throws opponents to the ground. PassiveSpice and HerbsAll moves give a bleed that deals a quarter of the original move's damage over 2 seconds. ActiveVenice BridgeActivates a jump at opponent.If opponent is down, SF jumps on top of opponent and punches their face 4 times and jump off. Rage FinisherNeo GrapevineDashes at opponent. If connects, then opponent get elbowed, knee'd, then gets hit by a 12-hit Blazing Fists then ends with a suplex. Yup. He's so bad that if he gets a pain in his neck, he doesn't go to the chiropractor, he throws himself out the window."Hump... be right back...." *drops 40 stories* "Feel better now." Geese's doctor calls it "fall king Kong therapy."
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