ColdBoreMK23
Noob Saibot
Can you MB B3 Godzillaz tail whip on reaction?
wat.
wat.
Welcome to TYM Mr. Strange! I'm surprised to see you in this neck of the woods but info on a new kaiju fighting title is a sight for sore eyes for a couple of us.
While it's great to see you putting out a title, I think elaborating more on your direction with this project would help sway people to your side.
Right now CKC looks a lot like Save the Earth/Destroy all Monsters Melee, which is great in my opinion, but does this mean you are going back to your roots?
Living Corpse
I know, I told him about this site on the CKC forums.Living Corpse would probably like/know about this, if he doesn't already. i've seen him mention and discuss these games quite a bit.
welcome to the forums btw!
edit: actually, i think living corpse made a thread about this. i remember seeing a few of the kaiju shown in the char select in your video.
Someone else already has the license. And Toho doesn't like more than one company having the rights.You should make a Godzilla game that ties in with the movie coming out next year.
Well right now we have super hero games cause those kinds of movies are doing well as a trend. We have a Godzilla film coming May 16 and a lot of people liked Pacific Rim so if giant monsters catch on as a trend in films again that'll mean game companies will jump on the bandwagon and milk it for it's worth.awesome I own all those games =D world does need more giant monster fighters
K you're welcome.holy mother of god THANKS FOR THE TAG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
K, cool.No need to tag me Living Corpse, i was already looking at this and already looked up all of the monsters. I don't think i can contribute from a FGT perspective though.
Not trying to hijack the thread but what happens if a game has no footsies?First look - the only thing that will make a difference between a beginner and a veteran are footsies.
And will he be able to throw snowballs at his opponent?Any monsters with a slide?
Many of them are final. (Duncan, Lycanoid, DragonLotus) The four Kaijuland characters (Komododon, Gigashark, Magnarok, and one unshown) are part of a separate game, with a more colorful, cartoony look. Those are also close to final.Are those character models (of the 4 that are available) finalized versions of those characters, or will they be improving over time to look closer to the concept art that is posted on your character section?
There is a dangerous lack of any Cthulhu inspired monsters!!! Show me a tentacled monstrosity, and I would be on board for this!
I'm quite familiar! I played a ton of Virtual On in arcades back in the day.Quick random note Mr. Strange: you might want to look at videos of Virtual On: Oratorio Tangram on YouTube if you're not already familiar.
We're going for wild asymmetry, just as you suggest.If you're aiming to make a competitively viable game it is important to make a design decision and stand by it in terms of how the characters play, and imo go full-steam ahead with it. Are the characters going to all have very similar tools like standardized attacks, jump heights, movement speeds, etc and then just a few unique attacks? Or are they going to completely unique and have their own tool set?
My fighting game design philosophy is to have "nested R-P-S loops" which provide the sort of tension you're describing. We have four fighting styles in the game - Melee, Ranged, Cotrol (Grappling and a few other special-case things like freeze & stun), and Charging. Each has a certain advantage/weakness compared to other styles. All monsters use all four styles, but most have a favorite.Things I can say:
There needs to be some sort of universal mechanic(s) to allow for characters to compete regardless of the match-up. If you have a fast flying character who shoots lots of projectiles against someone who is rather slow and needs to be close to damage it's pretty obvious who is going to win here. Things like varying life amounts or even meter to spend on special enhanced moves that would allow the slow-grounded character to advance with ease.
Well, you'll be slightly disappointed to here that we do, in fact, have powerups which spawn during battles. But we didn't just throw them in lightly - they form part of our movement system, which is heavily based around weapons cover and environmental destruction.There's a lot of possibilities in a game like this honestly. I would personally heavily advise against making any sort of map-spawning buff (like those pesky health packs that spawned like I mentioned above) and I would try to think of some sort of mechanic to stop the game from becoming a game of match-ups alone, there has to be some sort of stabilizing factor if you will.
There is a dangerous lack of any Cthulhu inspired monsters!!! Show me a tentacled monstrosity, and I would be on board for this!
Pic and link for reference.We have plans for including Cthulhu himself in our "elder Gods" game! The community votes on each roster, so I can't guarantee anything, but I suspect that will be our follow-up game to the Fall of Nemesis.
Also, Ikameijin is totally a tentacled squid-mastermind...
Nothing o.o just saying that it looked like being better than your opponent in this game is knowing the range of your attacks better.Not trying to hijack the thread but what happens if a game has no footsies?
So, for example, if you are hit by the first attack in a chain, you are then put into a situation where you have a 50% chance of countering the next attack in the chain, and that repeats until the chain ends or you guess correctly?For that same reason, we don't have a very strong notion of combos. There is no way you can guaranteed a string of hits - because if your opponent guesses your next attack they are almost always able to counter.
Not to say we don't have attack chains which combo assuming your opponent mis-guesses!
Favourite game of all time. (Hence my tag)Quick random note Mr. Strange: you might want to look at videos of Virtual On: Oratorio Tangram on YouTube if you're not already familiar. It's probably much faster and somewhat more range-based than you are planning for, but it's also one of the only fighting games I can think of which has basically no stationary defense mechanic and you may want to consider how some of what they did applies here.
I have a lot more to add, but that was a quick source to draw from. I may come check out your forums, it's hard to stay away from a developer actively looking for input and especially from people with high level background.
You guys might be interested in this.
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K.It looks cool but I'm just not interested in it until I see the final build. Even at that, I hate 3D fighers.