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AppleGeeks.com  |  Entertainment  |  Games  |  Topic: what makes a great 3d fighter 0 Members and 1 Guest are viewing this topic.
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Ayobami
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« Reply #15 on: December 21, 2004, 11:11:39 AM »

well thank you all for honest opinion and once i get a bachelor's degree in game dev and get hired by a company who wants me to make a game i'll think of all your comments and try to make a generally good game...
with a little breast physics..
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Ayobami
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« Reply #16 on: December 21, 2004, 11:17:59 AM »

oh and btw im going to add a combat mode where you can attack a specfic part and weaken then opponents damage ( e.g. attacking someone who kick so that they do little damage) and information about the fighting styles in case you want to learn them ( they are all real not imaginary)
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Schooper
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« Reply #17 on: December 21, 2004, 02:04:53 PM »

Okay, so, everyone said physics, awsome moves, playability, hot chicks, bad dudes, and awsome environments. Well, that pretty much hits the nail on the head. I just have to restate the playability issue: one) I can get a quicky in before lunch, two) my friends can join in even if they haven't played before.
    I take VF4 as an example where you CAN NOT just come into the game and start playing. That thing is so freaking hard to get down. The problem I saw was the way you achieved moves. Everything had a combination that couldn't be button mashed. Now, after playing the game for a long time it became easy to rape the crap out of somebody, but it took a long time to get to that point. Soul Calibur 2, man the first day I started to play I had a shit load of fun, because awsome combinations where available to the lamen. However, as I continued to play SC2, I found out so much more that I could accomplish that I always had fun.
    Now, when I was playing the weapon master mode in SC2, the thing that pissed me off (because it was a fighting game) where the caves. Those things pissed me off SOOO much. Sometimes I had like 10 minutes before I had to go to work or school and I would get to a cave, I could either start playing it and leave the PS2 running while I was gone for 10 hours because I hadn't finished the cave, or not play it at all. Maybe it was my compulsivness that made me late for school/work everytime because I couldn't leave the PS2 on and couldn't not finish the cave, but it just got annoying.
    So yeah, those are important amongst all the physics, jiggle affects, hot babes, sex appeal, cool stages, bad ass characters, playability, and hot babes.
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haunted_i
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« Reply #18 on: December 21, 2004, 05:05:34 PM »

The whole template of 'story mode' and 'arcade  mode' is a little overdone. Maybe there could be a way to combine them...kinda like SCII's Conquest mode, but not.

Quote from: ranmah
it needs to have a great story.  Like Tekken or Street Fighter.  Though a little DOA wouldn't help either
I think you mean it wouldn't hurt.
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imyourhuckleberry
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« Reply #19 on: December 22, 2004, 07:08:26 AM »

Any game that has a drunk/drunken monk is a cool game.
Special ending moves like in Mortal Combat are always a plus in my book.
Gatta have the cute characters too... My fiance loves the little dino in tekken 3.
Third and most of all it is important THAT YOU HAVE FUN MAKING IT.
people know passion when they see it, and passion is contagous.
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HumanJHawkins
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« Reply #20 on: December 29, 2004, 02:44:34 AM »

Quote from: Ayobami
well im trying to design a fighting game<CUT>
what makes a fighting game<CUT>


I am soooo glad someone wants to join the competition... I love this genre.

My wish list:
   1) Make it for PCs instead of (or in addition to) consoles. I can't believe there aren't any current 3D fighter games for PC! So my wife and I each have 2.5 GHz, 1 GB of DDR 400 RAM, and GeForce FX 5700 graphics that CAN'T make our 3D fighting any sweeter.  Sad  

   FYI, for anyone who doesn't know, this is not super high end as far as PCs go, but is at least 4 times better than an XBox across the board, and about 6 times better than a Playstation 2. It sucks not to be able to use it for one's favorite genre.

   2) Good graphics... I want fantasy that approaches photographic detail. Wild scenes and backgrounds... Virtua Fighter and Tekken do a great job here... If you can't afford to out-do them, try to get as close as you can.

   3) Good Motion. Again, you have stiff competition... The established players have done a great job here. As much as possible this should include real physics both for momentum of the bodies AND body parts... A shirt sleeve hanging down from an arm should not stop quickly just because the arm does... Hair, breasts, etc. should bounce if appropriate considering the motion of the bodies involved.

   4) Sexy babes... My wife would appreciate the same attention to the male characters, but if you run out of time or money, focus on the females!   Cheesy  Super cute or funny characters are also good... Basically, anything that adds more emotion to the experience

   5) A variety of moves and surprises.

   6) More important (and a contradiction to some of what I said above), is do only as much as you can do well... If you get one arena, two characters, and a few basic moves done really well, I would buy your game. If you get dozens of characters and dozens of arenas done poorly (or even moderately), I would probably not be interested.

I wish you the best of luck
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HumanJHawkins
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« Reply #21 on: December 29, 2004, 02:56:10 AM »

Quote from: Ayobami
<CUT>once i get a bachelor's degree in game dev and get hired by a company who wants me to make a game i'll think of all your comments<CUT>


You could start now... You might end up with something that makes you a little money instead of the company that hires you. Linus Torvalds wrote a whole OS as a bachelors student (Linux).

And, you don't have to be a one in a million like Linus... I graduated with an English degree and decided I wanted to do software... Nothing on the order of Linux yet, but I did get an okay (beta quality) version of Artillery written. (As well as several less exciting non-game programs)

You can do it! Now make us a game!   :wink:
Cheers!
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AppleGeek
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« Reply #22 on: December 29, 2004, 05:01:00 AM »

...Shoryuken.
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asp55
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« Reply #23 on: December 29, 2004, 07:51:15 AM »

My answer? 1 less D. (Aka 2D)

And the reason for that answer? Because I miss the day of the 2d fighter. Sheesh.

*Plugs in his Genesis and plops in mortal combat 3*

(On a completely unrelated side note* Morphine Penguin Awesome Pete * Pete Artie Avatar. RAPTURE!)

(*Man that was redundant.)
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Hidoshi
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« Reply #24 on: December 29, 2004, 02:40:56 PM »

A selection of fighters which are each unique, in concept and personality. However, keep the designs simple and for a large part, thematic. I'm not particularly impressed with the designs in SFIII for Q and Twelve, simply because they're weird and don't belong in the SF world. It's like tossing Ryu and Ken into Guilty Gear. Doesn't work.

Also, don't focus so much on the sexual side of things. A gaming babe is fine, but I'm getting quite sick of all the fanservice. It's largely why I prefer playing Soul Calibur and Virtua Fighter 4 to DOA. That's more of a personal thing though.

Make arenas interesting to look at. They don't need to be multi-tiered, but they do need to be pretty. Weather effects are a good idea, and it's often good to have them based on real locations in the world to give the game that sense of cultural depth. Don't stereotype your characters or locales though, be sure of that.

A good combo system is also necessary. Don't place too much focus on special effects unless you have a well-wrought, working combo system in place first. And, if possible, make a lot of moves analogue based, where the number of buttons you're hitting in sequence doesn't matter so much as which way your joystick is moving. Make the character's motion in combination with any given action important. That's how most martial arts are based to begin with. Soul Calibur is probably the best example of this.

Finally, make sure your soundtrack isn't all of one thing. Again, keeping in line with cultural integrity, give us a variety. VF4 committed one huge atrocity by having every other track as a hard rock/metal song. It becomes monotonous and eventually all sounds the same. I'm especially fond of the original Soul Edge/Blade soundtrack because of the wide variety of themes, including Dragon Call and Horangi Arirang.
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Canuklehead
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« Reply #25 on: December 29, 2004, 02:53:06 PM »

I never liked Fighting Games after Mortal Kombat...  MK was just too good and ruined the rest for me.  I guess if they were to try to make the ultimate fighter, get rid of the button mashing.  That bothers me more than anything...  there's no real skill involved, it's all just who can push the same buttons faster (Well, I guess that's technically a skill).
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Hidoshi
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« Reply #26 on: December 30, 2004, 01:59:52 AM »

MK was also one of the most simplistic and boring fighting games ever created. I liked some of the characters like Raiden and Sub-Zero, but in general the fighting system was far too basic. You only had to hit D+F+P for a lot of the moves. Not in fact QCF+P, but just D+F+P. Street Fighter and King of Fighters were and are far more advanced than MK in many regions.

As to the whole skill thing: I'd like to see you take on some MVC2 pros. These people don't mash buttons. Mashing buttons is a damned mistake around them. Every move executed flawlessly and with painfully devastating results.

Then again, I guess you have to be into VGF tourneys.
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Canuklehead
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« Reply #27 on: December 30, 2004, 07:39:42 AM »

Well, Like I say, I'm not really into fighting games at all.  They just don't excite me...  :?
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