2D Fighting game (WIP)
Hi :)
I am working on a fighting game at the moment and I am building up to its first prototype.
To get a feel for the direction I want to go, I made these:
For a setting / theme I'm thinking African tribes in like an alternate history. Where only the strongest warrior of each tribe can compete / fight for glory to be King.
I am working on a fighting game at the moment and I am building up to its first prototype.
To get a feel for the direction I want to go, I made these:
For a setting / theme I'm thinking African tribes in like an alternate history. Where only the strongest warrior of each tribe can compete / fight for glory to be King.
Sprite-0001.png
1200 x 900 - 11K
line_up_01a.png
1836 x 1500 - 38K
Prince_or_king_01a.png
872 x 1000 - 26K
Thanked by 1Heartwubbz
Comments
These are for a rough estimate of moves and actions, just to get something playable going :)
and here are more progress GIF's:
Here is a video of it:
I'm thinking giving the player character some shurikens to throw at the punching bag :)
I've added a healthbar for the punching bag and it takes damage for punches and a shuriken throw.
I've updated the size of the player character relative to his movement.
I'm planning more interaction with updating the punching bag to a multi-attack-receive-doll type thing and eventually an AI controlled opponent :)
Unless your goal is to focus on animations, presentation and polish. Then okay :)
1. Other games that share a similar viewpoint, what makes them successful? Perhaps I can draw inspiration from them to aid the player to be more engaged and interested in what happens?
2. A fighting game brings a good measure of unpredictability to the table and forces the player to react to unforeseen circumstances. How can I do that here?
Answers:
1. The latest God of War game has a really good combat system, where enemies move around and attack in various ways. It also has a viewpoint that changes in accordance with what is happening around the player. The Leviathan axe has some great mechanics, both melee and ranged.
So, I should look at alternating the viewing angle in terms of dodging and attacking from different angles for a start. Variety of attacks, even with weapons could be cool :), ranged or not.
2. To surprise the player there could be something visual that quickly ques them that an attack is coming (from outside the view) to the left or right or even above them somewhere. Then adjusting the view to act on the attacks is key.
Multiple enemies attacking the player could be cool.
Come to think of it, the game, Dragon's Lair had the player react to situations like quick time events type of thing.
This could be a game where one can change the viewing angle and interact with oncoming events.
All you're actually doing though, is overscoping for yourself. Start with something simple, something playable. See where that goes.
Here is a video of my latest progress:
The main character is now a Necromancer :)
Thanx @konman :) ,in the video the game starts with three like doorways / monoliths / glyphs in front of the player. They can be selected and the screen centers on the selected doorway. When a doorway is clicked on the player goes to the next level where three lizardmen appear.
What I'm thinking is to have scenes like Dragon's Lair play out where one navigates traps and puzzles ,and enemy confrontations to be turn based battles :)
Heck, BEAT SABER is the ultimate QTE game. The whole game is literally QTE. So's all rhythm games. But the interest there is never in the mechanic but the music and the composure of the string of arrows to make the body move in ways that feel amazing.
So again, try and find something interesting. Something with a hook. It's not "because I press punch and it does a punch" or "because there are lizard men after I open the door". What is it?
I've started to work on the story and motivation for the Necromancer as main character :)
Here is a work in progress background / test scene:
For story, I'm planning around a nemesis Sorcerer to the Necromancer who casts a time-teleportation spell on him and sends the Necromancer to an ancient and dangerous (trap filled and with lurking enemies) temple where time forgot.
The Necromancer must find his way through the temple and ultimately defeat the Sorcerer.
For game-play I'm planning QTE events which can / may be affected by inventory items such as talismans and potions etc.
The player will have to activate something like a "active" ability on set inventory item, so when a QTE happens the item is available for use.
I also like the idea of "choose your own adventure", so with interactive fiction there may be multiple endings or paths in the story, here I would like to have multiple outcomes for QTE events too :)
I'll hopefully have something playable soon :)