I don't normally do this so ... but I made a video showing footage from my wip combat game. I need help but also feedback and hopefully collaborators like sculptors and logic guru's. I'll put a basic rundown below the video which has gameplay but illustrates a bunch of roadblocks I can't get past but I'm warning you now because of the nature of the video showcasing very specific issues i'm having it's boring AF and I'm not a typical "content creator" in the highly caffeinated, always looking for a laugh type way this is all about brass tax :
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The quick Meta-goal – long way off though – Rival gyms have a stable of fighters you recruite
like Retro Bowl and Super Mega Baseball in some ways – signing fighters and trainers and other
gimmicks which is mostly done like those games, not training mini-games. This way you’re
spending all your actual game-play time fighting and the rest planning and experimenting. Each
gym will split it’s fighters into 3 groups – Boxing, Kickboxing/Muay-Thai, and TaeKwonDo … I
would use the same base puppets for this and do all complete animations that make sense for
each sport and you’ll fight in each one with you different fighters trying to get champions in
each discipline. The gameplay would vary from hands-only, to a nice brutal mix, to almost 100%
kicking with flashy moves.
So far I’ve done a bunch of animation for just boxing and kickboxing – there are MT elements
but it’s probably going to be more like K-1 rules…we’ll see, it really depends on what dreams
allows me to do.
Other notable gameplay elements.
Stamina degeneration and generation based on effort and success.
Impacts creating state changes and movement issues. Ex. With randomizers a certain number of
successful leg kicks would prevent the other puppet from throwing kicks and moving quickly as
well as affect other attributes.
I plan on making “inside fighting” major, I want there to be lots of natural clinching too with
some messy inside fighting. I think most combat games lack this and it allows both fighters to
get too many shots off. Watching Corrales vs Castillo again https://www.youtube.com/watch?v=I0vSpewcMx4 was inspiration in some ways. This
goes for both MT and boxing, TKD will be more timing and random blitz’s – but again we’ll see I
may have to scrap that idea all together I haven’t deviated enough from boxing and MT to even
try yet.
another big thing for me is making defence easy especially with the leaning because I want it to
be really hard to hit someone – especially in the face – some random idle motion, lateral
motion and leaning (bob weave/slip) – all that I’m hoping will naturally cause people to work
avoidance. I want to make jab and grab viable as well as rough and tumble but also just make it
tough for either guy to land clean headshots. Body shots will matter but not as much as other
games – It will be random and more like leg kicks than getting rid of someone although that
would be possible too just rare – it’s more a tactic to win/setup than drain life if that makes
sense. When I say hard, I just mean that if someone is leaning/moving and to a lesser extent
blocking, you just won’t hit them nearly as much – maybe 30% of the time. Playing fight night
recently you can just land way too many bombs and it doesn’t seem to matter. I want bombs
to matter, but also for them to be much more random and rare…the way I see that is making
the animations time-out a bit slower and smoother and also making defence easier. IN-fighting
will be easier to connect overall, but still hard, but the cat and mouse of that strategy is
initiating tie-ups not letting the hands go – and on the outside being easier to avoid.
I also plan on creating and 3 rd “state” of on the ropes and especially in the corner which I’ll play
with later once I get some answers for my other obstacles.
problem summary:
animating within a new 'state' (keyframe state)
grabbing another character/puppet ie. making a hand or limb stick to another puppet head/back
branching animations within timelines, an event that alters the animation and takes it back to idle
movement, button restrictions within timelines - restricting movement/other buttons triggering other animations until appropriate
creating "canter" or horse canter style animation for fighting movement (running)
bonus - 'modifier' how-to .. I'd like to better map the buttons like having left trigger initiate leaning/slipping or right trigger body shots (with face buttons) in a simple way. I have an overhand that doesn't always work - a really good modifier link for button mapping/triggering animations would be great
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