Thursday, January 3, 2013

Fighting Game Design: Main Title Ultimate Showdown

Ultimate Showdown


So here is the basic design for the fighting game I have designed, I would say it is vastly more interesting to read about the specific characters.

This Design is not complete. As it should be at least have 8 characters, 1 all round character which I have done but most of but not complete and 1 character I am yet to create.

As the character are following what I call the arch type system (explained in my publication).

What is important to note in this game its that each character has an important escape mechanic. Which cost 1 energy game resource to use, this leads the game to be able to have much longer and harder combos to execute as the user can get out of them.

Reasoning:

Using method such as, Field studie. Interview. Shadowing I have taken in a lot of information of existing fighting game what is good what is bad etc. From this I have tried to create peoples most favorite trait of that certain Octagram. Each character is made to have a learning curve.
For example a user with Lily can do several strong combos after maybe 2-5 hours but it will take around 15 hours to use the best. Still with this combos the user  be able to beat an beginner user and most intermediate. A expert user can do combos(and tactics) that  beat any intermediate etc. And there are even some enormous complicated mechanics for the extreme expert user.
The creative Methods have been consisting of mostly Brain storming and paper prototyping. And some of my own methods.
-There have yet to be any “serious” evaluation as the work was stopped midway through,


Image explanation:

sprites borrowed from
Capcom
Konami
SNK
Ubisoft
Namco Bandai


Color Code.

In the explanation images. Its 3 different Colors.
Red stands for projectile
Green for displacement of opponent.
Blue for movement by user.

Character List


Erik: A slow and Strong character.

Kireme:. A Speed control character.

Steve the Monk. Fast and weak character.

Shiromaru: Strong Control.

Lily. Explosive character, focus on throws.


Death: Control Control.


Everyone is designed so that they are a game in them self. Naturally this creates a lot of game mechanics per character. And what this means in practice is that I aim to design each character as their own character arch type as explained in my publication about fighting games.

Game resource:

Health bar. Each character will have different amount of health(some might have the same)
This bar will be placed in the upper left to middle(player 1) and middle to right(player 2) almost every fighting game has an health bar placed at the top of the screen anything else would, confuse the player this is not only common to fighting games but other genres. Arguable something else could be better but we believe its better to design like people are used for in this case.
In the same manner  put the Energy bar at the bottom as this also is what normally is done.

-The game will have an energy bar which currently is thought of having levels to easy give visualization on how much energy the users has. Another idea is to have one bar and let it have indications that point out how full it is and on the first indication 10% the user knew they can use more special abilities. But its probably a lot easier for the user to have a overlook if its a number instead and a color indicating how much they have gathered. Of course in one meter it could also change color. For now we are going for a number indicated at the side and a color, presumably each level will have a darker color.

The user can use different improved version of there specials or completely new abilities with the energy. Most noticeable is that the user can use 1 level to escape a combo or any other dangerous situation.

World Size.

The world in the game is 4 Screens Wide and 5 Screens Height.

What this means is that the game world, while its always a flat surface is bigger then just one screen(as in almost all fighting games).

Diminishing blows.

A very common solution to speed characters (characters based around long combos). Is to make that each hit deals less damage. For every hit in this game the next attack will deal 10% less. And increase the recovery by 20%. This is really necessary as some of the designed combos are ridiculous long(100+ hit).

By this a fast character like Steve cannot kill another player with 1 combo.

While a Strong character like Lily becomes to slow with the increased Recovery, so she cannot do to much damage either.









Core Mechancis:


This is the “core game mechanic” that all character shares.

Throw

Throw - will break through blocks.
Double throw, each character can do at least 2 different throws.

In many 2d fighting games the character cant simple counter any normal throw with the throw input. In this game the character have to press the right command. This will be implanted as that back throw and front throw are 2 different and then the enemy player have to press the right one to counter it.
A set throw command will be the input for doing a throw.
The combination of 2 buttons.

Some characters have special throws: read on character for details.

Special throws cant be countered!
-They can be prioritized over with certain other specials. And canceled during given throw by an escape mechanic.



Movement mechanics:
The game will have a very fast phased action oriented game play, as most fighting games.
Thereby movement abilities are important.

Dash mechanic. Each character can  do one dash in the air. And on the ground they can do it limitless, with a set cool down on when they can perform it again.
A character can  dash in any direction(8 directions).

This input will be made by pressing movement keys twice in the desired direction. Possibly a button input for it could be used.

Jump and Double jump. Each character will be able to jump by pressing up with the direction input. This can then be done at least 1 more time. (some character can do it more then twice)




Defence mechanic:

A vital part of fighting games is to block the enemies attacks this game will have 3 on ground blocks and 1 block that can made in the air.

Block(medium block)
Blocks medium height attacks.
Input key being pressed down, which represents the character’s back.

Crunching Block
Block low attacks
Input keys being pressed down, diagonal downwards, which represents character’s back.

High Block
Input keys being pressed down, diagonal upwards, which represents character’s back.

The design idea is that some attacks will come from high angle and this attacks have to be properly blocked with an upward block, possible air attacks towards an standing character has to be blocked with this “High Block”.

Air Block.
Input key being pressed down, which represents the character’s back.

-Possibly the other 2 could be implanted so that a player has to use Crunching Air block if attacked from a ground standing person when they are in the air. (but that would probably be to hard for the user - easy to give the wrong input)




Escape ability.

Each character has an unique escape ability they can use at any time, to for example cancel an enemies combo. This ability is unique for each character no character have the same, and it  have different impacts on the enemy player.
This ability will cost 1 full meter of energy(the system using a level meter for energy resource)
It can be used at any time, and most suitable use is to break an enemy players combo with it.

The idea with escape ability is something that is inspired by Guilty Gear and Blazblue with the burst mechanic. However, in this game each character has their own Escape which works very differently. They share 2 similarities, each escape can always be used even when the user is in a combo (meaning no other ability can be used during this situation) and the mechanic can be used offensively as well(with different unique effects per character)

Each mechanic is explained at the specific characters description.

Special mechanic:

A character can either shoot/throw projectiles or have the ability to create/summon individual game resource which will have a potential of hurting the enemy.


Extra powerful special attack or extra movement specials that cost energy.

Basically -_- the characters have unique other mechanics.






Stats:


Health pool:
The basic value is 100: Then each character is modified from this value to something more suiting their play style (or for balance). For example a slow character which have a harder time avoiding attacks will far likely have more then 100 in hp.

Agility/Mobility: Basic value 10:
Is how fast the character is moving on the screen. Intuitively a agile smaller character which may have more mobility game mechanics will have a higher value of agility. This value will also afflict how fast they can attack so that a faster character can make several weak attacks easier then a slow strong character.

Strength: Basic value 10: The idea is that each attack in the game have a modifier that multiply some value with the strength value to determine how much damage an attack does.

I want this because for example if a character is generally to strong its easy to simply lower this value or if a specific attack is to strong we can lower the multi player value.

Recovery: Basic value 10. To further balance the game and make it resemble real life more. Each character will have a recovery value( a cool down mechanic) after doing an attack. As with strength this value is set per character in this case a divisor on each attack. So for example if this big slow character makes a normal punch he will have a longer time before he can move again after wards.

Weight: Basic value 50:
Each character will have a weight on how much they can carry before they lose mobility. This is an extra value which is not related to strength. Because, even though a a strength based character naturally can carry more. If they already have much equipment on them that will take its toll. For example a full plated knight is already caring a weight of 50 while a martial art monk is at 5 so even if the knight have more strength than the monk. The monk can carry more because he from the start has zero equipment.

This stats also determine how fast a character falls to the ground. And also how much of a damage they have to take before they fall.

Weight divided by damage to determine when to fall. If value is 5 or higher Fall.

For example if character A takes 10 damage. 50 / 10 = 5. Falls down.
This is to average a score around losing 10% of total life  mean to knock down the character.

Having high weight means the character will take more damage on ground less in air(falls faster so shorter air combos)



Attacks:

Priority : Each attack has  a priority that will determine if it goes before another characters attack this is unrelated to the characters agility, recovery or strength. same attack priority will make both take damage.



x damage multiplier

/ recovery multiplier

for example an attack will look like this:

Hard attack.

Priority: 1 If it goes past other attacks higher means it does. Equal both hit.
Strength X 0.5 The damage it does(this one does half the characters strength in damage)
Recovery/ 3.5 Time to move after attack
Mobility: 3 How fast the attack is or how fast the projectile travels
Effect: No effect. (meaning no extra stuff happening from a normal hard attack).


I want this for the Hit box calculation, and because its a good balance tool. Lets  say that attack A is a special attack and there by override attack B which is a normal attack. Also in projectile we can say that equal priority value will take out each others and in cases like this:


Character A throws an axe, axe throw got priority 3. Character B shots a fire ball, fire ball got priority 2.  An easy calculation saying that after they intersect axe will fly on but now have a priority of 1 and that we can use that to lower it damage output. Making the game have an valid strategy of facing projectile with projectile if User B cant avoid A’s projectiles, also special attacks that can go through projectiles can have a higher priority and there by pass them.




I want this system because then its easier to modify character after balance. For example if Lily’s air combos are to limited because of lack of recovery but one of her special attack will become to strong then. It much easier work to give her more recovery and simply increase that specials recovery cost.
Using this with that everyone have the same basic attacks. We can also easily determine on what scale an normal attack and combos  be like. With the Lily case we know that she  have 2 more recovery because watching Erik air combos it can show how many combos he have the time to do with his Recovery(being slightly higher then Lily's)



Button (attack) word list.
Cr means crouching attack.
2 means down input. Which is different from Cr input, Cr input the character is also crouching, meaning they can dodge some attacks. And in air Cr would mean holding down, down input which could mean one certain attack while 2 attack would be a fast down input and then keeping same height in air.
4 is the back of the user and 6 is infront of the user. Sometimes sign will work for this.


Light attack =L
Medium attack = M
Hard attack = H
Very hard attack = VH
Special attack = S


The game uses a cyclic input with 4 different level of attacks.

S is used as a special button for activation the use of energy. This will make it easy for the user to specifically use her/his escape ability or other important abilities.
To escape will be to simply press S.

Dragon input = Forward Down Diagonal down forward, ->.cr.cr->
Bold-ed words are special moves unique to that character



Energy:

Indicated by the energy bar on the bottom of the screen.

The energy the characters can earn is at max 14.
They all start with 1. And when they deal 15% damage of an opponents life or lose 15% life they will gain 1 energy.
By this a character by losing its own life can earn 6.6 energy and taking the others will be 6.6 + they start with 1. In a even game the energy a character will earn will be around 9-11.


Note: Each character start with 1 energy, this is so that the user always can use an escape mechanic.


Recovery:


Recovery: Works by taking 1000ms. Divided by the recovery stats after the difference of the attack

1000/(character Recovery/attack recovery cost) = time until character can move.


For example  Erik’s Wood cut attack.


Wood Cut: ->VH, Forward VH

Priority: 2
Strength X 1(20% chip damage)
Recovery/ 5
Mobility: 2
Effect: Extra chip damage
Cuts in Half circle downward from over Erik’s head.

And Erik have 7 in recovery:

Means 7/5 = 1.4

And then 1000ms / 1.4 =  714 ms

So after Erik does Wood Cut he cant move for 714 ms.




Basic attack properties:

Air attack are by purpose weaker then there counter part on ground this so they can have less recovery cost.

I have done this so that air combos can be longer without being to strong.


L attack.

Priority: 1
Strength X 0.2
Recovery/ 1,5
Mobility: 3
Effect:

LCr attack.

Priority: 1
Strength X 0.15
Recovery/ 1
Mobility: 2
Effect:



L attack in air:

Priority: 1
Strength X 0.15
Recovery/ 1
Mobility: 3
Effect:




M attack.

Priority: 1
Strength X 0.35
Recovery/ 2
Mobility: 2
Effect:

MCr attack.

Priority: 1
Strength X 0.35
Recovery/ 2
Mobility: 2
Effect:

M attack. In air

Priority: 1
Strength X 0.2
Recovery/ 1.75
Mobility: 2
Effect:



H attack.

Priority: 1
Strength X 0.5
Recovery/ 3.5
Mobility: 3
Effect:

HCr attack.

Priority: 1
Strength X 0.4
Recovery/ 3
Mobility: 3
Effect:



H attack. In air.

Priority: 1
Strength X 0.3
Recovery/ 2.5
Mobility: 3
Effect:


HV attack.

Priority: 1
Strength X 0,65
Recovery/ 5
Mobility: 3
Effect:

HVCr attack.

Priority: 1
Strength X 0.7
Recovery/ 7
Mobility: 3
Effect: Knock down effect.
This attack is used to knock the enemy down(classic fighting game design) extra slow and extra strong attack.

HV attack. In air.

Priority: 1
Strength X 0,5
Recovery/ 4
Mobility: 3
Effect:




Throws.

Front throw: L+M

Priority: 3
Strength always does 10 damage
Recovery/ 6
Mobility: 4
Effect: Always does 10 damage(regardless of character) Can be canceled by the opponent by   pressing the opposite throw(H+HV) then nothing happens(throw escape).

Front throw in air: L+M

Priority: 3
Strength always does 7 damage
Recovery/ 5
Mobility: 5
Effect:   Always does 7 damage(regardless of character) Can be canceled by the opponent by  pressing the opposite throw(H+HV) then nothing happens(throw escape).



Back throw: H+HV

Priority: 3
Strength always does 10 damage
Recovery/ 6
Mobility: 4
Effect:  Always does 10 damage(regardless of character) Can be canceled by the opponent by  pressing the opposite throw(L+M) then nothing happens(throw escape).

Back throw in air: H+HV

Priority: 3
Strength always does 7 damage
Recovery/ 5
Mobility: 5
Effect:   Always does 7 damage(regardless of character) Can be canceled by the opponent by  pressing the opposite throw(H+HV) then nothing happens(throw escape).



Special throws:

-Work on crouching opponent, if not stated other wise.





Go to the different characters to really learn about the game awesome design: