Bit of an update on this

I've got the real time version of the fighter almost finished. After I get the textures looking good, I'll start making more clothes. Get that Shang costume I made up made for him.

I'm using this guy for a 3D fighting game I'm working on with a programmer. Basically you make your own fighter, choose the clothes, martial art...

The combat design we are going for is like a mix of Fight Night and Virtua Fighter.

A fight simulator but with more over the top attacks and combos like you see in VF, Tekken, DOA and in movies.

Everything we are designing is more complex than what's in any of those games now. Trying to get the "video game" look away as much as possible, and have the fights flow like a choreographed fight sequence on film.

So no typical video game stuff like air juggling. Replace stuff like that with quick stuns, pressure games, mixups, grappling system, etc. So it looks more like a movie.

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Mick-Lucifer
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05/15/2008 01:06 PM (UTC)
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Sounds ambitious!
Achieve half of that and chances are you'll put the MK team to embarassment! Nice work! tongue
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RoGE9
05/15/2008 01:30 PM (UTC)
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Few more questions
1) Will there be blood or damaged animations when you get to a certain amount of health like in Tenkaichi games?
2) What are you thinking of doing with the parrry system? I suggest VF style but not so hard.
3) Are there going to be pop-ups and juggles?
4) What kind of characters are we going to see in this game?
RoGE9 Wrote:
Few more questions
1) Will there be blood or damaged animations when you get to a certain amount of health like in Tenkaichi games?
2) What are you thinking of doing with the parrry system? I suggest VF style but not so hard.
3) Are there going to be pop-ups and juggles?
4) What kind of characters are we going to see in this game?



1 = Not sure yet, I would love to have blood on a realistic level and some fatigue visual cue system like in Fight Night R3 and Tao Feng.

2 = The parry system we are thinking of is more elaborate than a standard reversal. Think of it at around the level of complexity as grappling would be in a wrestling game.

3 = No pop ups or juggles, or at least not working the same as always. We want it to look more realistic, things like juggles would be replaced by a stun combo system.

You land a powerful blow to the opponent's head or other body part. It makes them fall or stagger. You can follow up quickly with a second attack or a quick flurry.

The opponent is not helpless during the stun, they are only less able to defend themselves. The critical stun system in Dead or Alive would be the closest example, but limited so combos don't go more than 3-4 hits in general.

When stunned you have to block or take other actions using precise timing. Like if you were going to block a combo in virtua fighter using only the reversal type commands and movement like the side step.

We are trying to think of a way to make the defense system as deep as the offense. Having blocks work like mini stances for example, so you can block and flow in to counter strikes, grapples, side step, etc.

No crouching to block low attacks, you move out of the way or block with your legs.

All these things are still in the conceptual stages, we are still working on getting some characters and stages made on my side. The programmer is developing the game engine.

For the characters, I'm not sure if we are going to focus on story elements too much. The main goal for us is to make the best fighting engine possible first and foremost. As of now, we plan to have people make their own characters with customizations for costume and fighting techniques. How deep that will go, I'm not sure. I'd like to give players the ability to choose what attacks they want and give them a custom combo system so they have a lot of freedom that way.
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05/16/2008 02:20 PM (UTC)
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I can't wait to see this thing mature. I think you've answered any questions I'd have for right now though Gabe.

Good questions Iroi.

I also can't wait to start doing this myself. I wonder if I'm going to fit the programmer role more than the designer role? Have to wait and see...
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ratonmalo
05/17/2008 04:54 AM (UTC)
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Looks great ! Im using Maya in my work and use it for make some animations in stages for a personal project (MKP) hope see more soon ;)
bleed Wrote:
RoGE9 Wrote:
Few more questions
1) Will there be blood or damaged animations when you get to a certain amount of health like in Tenkaichi games?
2) What are you thinking of doing with the parrry system? I suggest VF style but not so hard.
3) Are there going to be pop-ups and juggles?
4) What kind of characters are we going to see in this game?



1 = Not sure yet, I would love to have blood on a realistic level and some fatigue visual cue system like in Fight Night R3 and Tao Feng.

2 = The parry system we are thinking of is more elaborate than a standard reversal. Think of it at around the level of complexity as grappling would be in a wrestling game.

3 = No pop ups or juggles, or at least not working the same as always. We want it to look more realistic, things like juggles would be replaced by a stun combo system.

You land a powerful blow to the opponent's head or other body part. It makes them fall or stagger. You can follow up quickly with a second attack or a quick flurry.

The opponent is not helpless during the stun, they are only less able to defend themselves. The critical stun system in Dead or Alive would be the closest example, but limited so combos don't go more than 3-4 hits in general.

When stunned you have to block or take other actions using precise timing. Like if you were going to block a combo in virtua fighter using only the reversal type commands and movement like the side step.

We are trying to think of a way to make the defense system as deep as the offense. Having blocks work like mini stances for example, so you can block and flow in to counter strikes, grapples, side step, etc.

No crouching to block low attacks, you move out of the way or block with your legs.

All these things are still in the conceptual stages, we are still working on getting some characters and stages made on my side. The programmer is developing the game engine.

For the characters, I'm not sure if we are going to focus on story elements too much. The main goal for us is to make the best fighting engine possible first and foremost. As of now, we plan to have people make their own characters with customizations for costume and fighting techniques. How deep that will go, I'm not sure. I'd like to give players the ability to choose what attacks they want and give them a custom combo system so they have a lot of freedom that way.


Primo!

Sounds great!!!

If you need help with anything related to the martial art styles, fighting styles, types of effective punches and kicks, let me know, I can help with that.

Also, you can make a chararcter look like me! Now THAT would be such a cool character! Haha.

I wish you the best with your project!
This sounds AWE THE FUCK SOME! These newer ideas you have(I havent seen this thread in a while) have me really excited. I know I keep saying this, but I can't wait to see more on this.

Perhaps with funding this could become something.



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fedegita
07/13/2008 05:39 AM (UTC)
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aw i thought there would be updates sad
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