dreams combat game i'm doing work in progress

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  • allBthere
    All Star
    • Jan 2008
    • 5847

    #1

    dreams combat game i'm doing work in progress

    just to share in case you guys are interested or there is a dreams guru here:

    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 :



    <iframe width="560" height="315" src="https://www.youtube.com/embed/Smo-cGNHmMc" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    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
    Liquor in the front, poker in the rear.
  • allBthere
    All Star
    • Jan 2008
    • 5847

    #2
    Re: dreams combat game i'm doing work in progress

    after taking the time to make that video, I actually figured out a bunch of my issues and got some basic AI working so next time I can show you guys a bit of a fight!
    Liquor in the front, poker in the rear.

    Comment

    • allBthere
      All Star
      • Jan 2008
      • 5847

      #3
      Re: dreams combat game i'm doing work in progress

      <iframe width="560" height="315" src="https://www.youtube.com/embed/WsvtCeWNW9c" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

      little update. I'm still working on some of the kinks and have progressed a bunch since making this video.

      For those that dont' understand dreams - I'm using a 'puppet' someone else created that I chose for it's proportions and ability to move properly. I added gloves but I don't know enough about sculpting to get further at the moment, but I realize some might not get it and don't know that I don't want them to be
      pretty much naked lol. I got 'fabric' to work but it doesn't look right so I just set aside making the characters look better and add hair etc until I get to really nail the animation and gameplay more.

      Question though for the boxing heads - would it irritate you if I used the same button for hooks AND uppercuts on the inside? Right now I have the left trigger as a modifier to throw hooks/uppercuts to the body - I was thinking for my in-fighting mechanic to have X and Circle throw hooks and uppercuts to the body WITHOUT the left trigger and mix it up randomly leaving triangle and Square for head uppercuts and hooks to choose randomly. I thought it might be more freeing - the game will rely heavily on movment and trapping guys against the ropes and in the corners as I want to it be hard to hit someone clean. So although I have a lot of punch animations, I'm a bit hesitant to make it too complicated of a control scheme.

      RN it's L1 and R1 for jab/cross, Squre = hook, Triable R uppercut, X = L uppercut and Circle - right 'hook' ... left trigger is modifier for body, L3 and R3 are blocks to head and body respectively and RS movement is body sways in each direction. Distance currently dictates the switch between 'inside' and 'regular' punching range and thus animations.

      I almost make the triggers for hooks but then was stumped on how to complete and control scheme. I also have 2 button presses for punches like the overhand right and I wanted another for a lunching hook or something like that. Almost like signature punches.

      Anyway, just thought I'd drop a quick video to show progress. Tae Kwon Do and Muay Thai versions are coming along nicely too.
      Liquor in the front, poker in the rear.

      Comment

      • allBthere
        All Star
        • Jan 2008
        • 5847

        #4
        Re: dreams combat game i'm doing work in progress

        update on the game and functions

        <iframe width="560" height="315" src="https://www.youtube.com/embed/ScPsTOVLiq0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
        Liquor in the front, poker in the rear.

        Comment

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