if u designed mortal kombat
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posted09/03/2006 05:33 AM (UTC)by
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steelers4life
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Member Since
07/28/2006 09:37 PM (UTC)
wut other fighting game's engine would u give mk?

I would give it tekken, doa, or soul calibur 2's engine
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philbtile
08/17/2006 04:56 PM (UTC)
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none any other would ruin it BOON IZ A GENIOUS
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MK_krazy
08/19/2006 05:34 PM (UTC)
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A completely new engine.
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JediSith
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About Me

The enemy of my enemy of my enemy is my enemy.

08/20/2006 12:33 AM (UTC)
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MK is good how it is. if I would change anything I would just make it a little faster.
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frozensubby
08/20/2006 05:50 AM (UTC)
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MK is great as it is, except speedwise.
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Hikari715
09/02/2006 12:45 AM (UTC)
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MK_krazy Wrote:
A completely new engine.

Ditto.
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insazu
09/02/2006 05:04 PM (UTC)
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i think that they should use the mortal kombat 3 engine. The combos would be easier, it would be faster and they could use the 3d graphics and stuff......if they coulod find out away to do it
I'd try and go for a more serious style of play.

Movie style combat

So, you get to do a ton of stuff with a lot of style.

I'd have it be as air tight as possible also, with well thought out game play elements, like frame advantage etc.... All that good stuff.

For sure, I'd try and stay away from making the design too simplistic and generic like the current MK games.

If I had to compare it, I'd say a mix of DOA4 / T5DR / SC3
Add a little bit of air combat in there also, but more like what you would see in dark stalkers and 2D MK's.

None of this dragonball style flying that's in MKA.

The standing stun combo system would be like a toned down version of the DOA critical stun to allow full standing combos to connect once in a while. would have different animations and stun varieties depending on the attacks used. The stun would be initiated by launch type attacks and stunners / strong counter hits.

It would be like standing juggles, instead of the opponent bouncing in the air. Max around 5 hits

The opponent would be able to break out of it with something like.
a perfectly timed block or ss.

Or some other special moves
Whatever it is can't be too hard or too easy.

I'd try and design the combo system so you can't do over 50% damage, or it's very difficult to surpass it.

Add escapes, a stun meter, stun type variations.... or whatever to keep that type of damage to a minimum.

There would be some kind of reward for varying your combos.

Like maybe if you repeat the same combo, it becomes easier to break out of. Stuff like that to force the player to do something different which would end up making the fights look more interesting. It would give you a reason to use weaker combos and such.

Basically

It needs solid fighting mechanics #1
Lots of moves and combos
Combat should look flashy
Fights should last a good while
Strategy should not become too generic / repetitive.
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