Thursday, January 3, 2013

Fighting Game Design: Shiromaru, Strong Control

Shiromaru


With Shiromaru, I wanted to create a strong control character (my own favorite gameplay style) and I wanted him to be focused around counters + usages of different projectile game mechanics.

Inspiration:
 


Haku-men(Blazblue): The first idea with Shiromaru I was inspired from   Haku-men. Who is a strong but very slowly character. Haku-men got a counter and a successful counter means he can do a short but very strong combo. This makes Haku-men be very good against other melee characters. Haku-men’s combo is also much simpler. As Shiromaru have to use the right counter he is concept takes inspiration from counter characters in Virtua fighter.


Akira(Virtua fighter)
 Have to use the right counter to counter different attacks. He got one counter mechanic for high attacks one for middle and one for low attacks. Akira is also pretty slow but explosive similar to how Shiromaru can do pretty good damage but is not fast on the field.




Kage-maru(Virtua fighter)
Just like Akira he got different counter mechanic against different attacks
He is also a ninja. And got a cool name. He is more of an aesthetic inspiration. (he is also a strong control arch type character)





Bang Shishigami(Blazblue): with this 4 individual game resource he collected(by using counter attacks)to go into super bang mode. Shiromarus ultimate form is not close to have much stronger bang become as it don't actually makes his stats higher, but simply gives him 3 more attacks. Instead he becomes stronger per resource this did not happen to bang (also a ninja-_-).
Bang agian -- well its the best similarity I come up with I guess.






Arthur(Marvel VS Capcom 3)
Arthur is a control character from MVC3. He uses different kind of weapons that fly in different ways to distance attack the enemy. The general game mechanic is that each weapon has a certain path they will travel so the enemy have to memorize each one of them. In a similar manner Shiromaru got 4 different weapons but as a twist he can make them invisible and unlock a 5 weapon.






Stats:

Health pool:
The basic value is 100. Shiromaru will have 130:
Shiromaru have a very bad avoid mechanics and cant barely avoid anything.

Agility/Mobility: Basic value 10. Shiromaru will have  6: Being focus on counters and his range weapons he is not particular fast.

Strength: Basic value 10. Shiromaru will have 15:
Shiromaru is pretty strong and as he lacks special combo attacks each hit have to do some damage. Altought he might look to strong in the end the game will take a long time before he have all 4 Shadow infuses.

Recovery: Basic value  10. Shiromaru will have  15. Shiromaru can recovery pretty fast this is because his counters have a extra condition of the recovery rate, he have an high value so he can do counter combos.


Weight: Basic value 50. 75: As he cant do that long combos and is pretty slow a weapon should enchant is attack power pretty well.




Prime core gameplay:

Shiromaru is a control character. Shiromaru is mostly a slow strong character, combined with different counters to control the game.
He also have an projectile attack that can be turned invisible further increasing his control style. Shiromaru focus around his individual game resource “shadow infuse”.
Shadow infuse will enchant 1 button(L,M,V or VH) to increase its counter and projectile abilities. But first Shiromaru  has to hit with a counter or a projectile with the corresponding button.

The play style then can be either to turtle and try to hit with a projectile to safely gain hits or to go close combat and mind play better then the opponent to land counters.
-Also if he manages to gain all 4 Shadow infuses he will become stronger.
While other characters have a ultimate move, Shiromaru gets a better weapon if he manages to power up each button.
He starts out as a close combat character but grows into better control for each successful hit.
Still the Shadow Infuse cost energy, so he wont be able to use them right away. And if the user manage to land several counters at start they have to pick what button to empower.


Unique game mechanics:

Throw:
Throws them away.

Unique attacks(input attacks)
CrVH, makes the enemy fall down(knock down effect)

Special abilities:

Throw weapon(Projectile):

Shiromaru have 4 different weapons one per button. They all move in different ways, have different strength recovery time etc.

All can be used in air for the same effect as on ground.
All weapon attacks have a extra strong chip damage instead of game basic mechanic of 10% chip they do 20%(this includes gun)

When Shadow infused each weapon will turn invisible.
And the weapon will do slightly more damage.
The animation will still be shown of a weapon throw so the opponent knows there a projectile flying.

Kunai. Quarter forward. L

Priority: 4
Strength X 0.5 (x 0.6 if Shadow infused)
Recovery/ 2
Mobility: 5
Effect: Flies in a straight line.

Shuriken Quarter forward. M

Priority: 4
Strength X 0.25 (x 0.3 if Shadow infused)
Recovery/ 2.5
Mobility: 15
Effect: Flies in a straight line.

Kama Quarter forward. V

Priority: 4
Strength X 0.5 (x 0.6 if Shadow infused)
Recovery/ 4
Mobility: 2
Effect: Flies in a circular motion.

Nunchucks Quarter forward. VH

Priority: 4
Strength X 0.3 (x 0.35 if Shadow infused)
Recovery/ 5
Mobility: 10
Effect: Flies in a straight line, but turns back when it hits the screen wall. And flies back to Shiromaru:
Note: In a line back to him, for example if Shiromaru throws it in the air it will hit the wall high in the air and when it flies back if for example he then stands on the ground(likely he will be on the ground afterwards) it will fly diagonal down to him.

Users will most likely start to shot at start to try and get a hit to be able to Shadow infuse that weapon.
In later stages if they have manage to hit with different attacks they can try and trick enemy with different kind of invisible weapons attacks.


Counter:
Shiromaru have one counter per attack button they counter different attacks.

If shadow infused each counter can be used in the air.
And ground counters will deal double damage.

When a counter is shadowed infused black lines will be draw from his hands when using a counter. This so the opponent can figured out which counter is powered up.(Lines similar to how focus looks in Street fighter)


Omote gyaku: Quarter back L
Priority: x have a 0.2 millisecond interval when it can hit
Strength X 0.5 (x 1 if Shadow infused on ground)
Recovery/ 5 if failed, 0.1 if succeeded.
Effect: Counter low attacks.

Ura gyaku: Quarter back M
Priority: x have a 0.2 millisecond interval when it can hit
Strength X 0.5 (x 1 if Shadow infused on ground)
Recovery/ 5 if failed, 0.1 if succeeded.
Effect: Counter High attacks

Musha dori: Quarter back H
Priority: x have a 0.2 millisecond interval when it can hit
Strength X 0.5 (x 1 if Shadow infused on ground)
Recovery/ 5 if failed, 0.1 if succeeded.
Effect: Counter Special attacks

Ganseki nage: Quarter back VH
Priority: x have a 0.2 millisecond interval when it can hit
Strength X 0.5 (x 1 if Shadow infused on ground)
Recovery/ 5 if failed, 0.1 if succeeded.
Effect: Counter throws.


Its important for Shiromaru to use the correct counter otherwise he will be open for a lot of damage as they all have a very big recovery time. He have to time them correctly to the attack. If opponent is countered they will be throw backwards into a the air opening up for a combo. When one attack is Shadow infused the opponent will very likely not want to be countered by an extra powerful throw.
This will open up for mind games and as he can now use that counter in air this could limit of the opponent for example if Shiromaru got VH Shadow infused the opponent might not use air throw anymore. Or he does it anyway because its the least obvious etc.
This is made to create a dynamic game.

Pistol:(has to be unlocked)



Hades shoot: Quarter froward S
Priority: 10
Strength X 0.3
Recovery/ 5
Mobility: 25
Effect: Flies in a straight line, invisible bullet shot.

Hel shoot: 6Cr downward forward(Dragon punch input)
Priority: 10
Strength X 0.3
Recovery/ 5
Mobility: 25
Effect: Flies in a straight line towards diagonally upwards against air enemies, invisible bullet shot.
This is Shiromarus only Anti air attack.

Yomi shoot: 6cr downard foward(Dragon punch input)
Can only be used in air
Priority: 10
Strength X 0.3
Recovery/ 5
Mobility: 25
Effect: Flies in a straight line towards diagonally downwards against  ground enemies, invisible bullet shot.



Energy abilities:

Reversal(Escape mechanic) S
Cost 1 energy.
Priority: x have a 0.2 millisecond interval when it can hit
Strength X 1
Recovery/ 0.1
Effect: Counter any kind of attack. That is close combat. It also makes Shiromaru immune to damage for 0,1 seconds. This so that the user can cancel distance combos.



Shadow Infuse: S + button, SL, SM, SH or SVH
Cost 2 energy.
Cant be used if opponent haven't been hit with the corresponding attack button.
Priority: X 100
Strength X 0
Recovery / 0.01( The user should be able to power up right after an counter)
Effect: Powers up the button used with S.
Can only be used after an enemy has taken a hit from a weapon(a real hit if blocked it does not count) or if enemy has been countered by the corresponding button.
Makes that weapon invisible for the rest of the game. Double the damage of the counter and let Shiromaru use that counter in air.

This ability can be used at anytime(excluding taking damage) this is to make combos possible. For example countering with L followed by Shadow infuse, then a basic counter combo. Which can end with a weapon being throw, this weapon is now also Shadow infused doing a little extra damage if the user powered it up.
However, by doing this the user also reveals what it button empowered.

Visual effect: Shiromaru will be stricken by black lightning when he empowers.
After wards his cloths will turn more dark(starts out in white clothes). After all 4 are empowered his cloths will be completely black.
The UI will also show a icon down in the corner(Shiromarus corresponding corner for example if he is player 1, then the icon will be in the left down corner)

Enma Gan:
Cost 0: Will be automatically unlocked when Shiromaru have all 4 Shadow infused used.

Priority: x
Strength X
Recovery X
Effect: A gun Portal from hell will open up and a gun will appear in Shiromarus hands.
Shiromaru can now use Enma Gan attacks.

Visual effect: A 5 fight lightning strikes him a portal opens. So the opponent knows he now have his best projectile weapon.





Projectile attacks with Shiromaru.



 Wow this image is bugged, I cannot put it to the left. If I do anything wiht it it disappears.






Special usage of Nunchucks.
 
Gun combos.




Explanation to shadow infuse







Combos:

Simple attacks:

L.L.M
CrL.L
CrL.CrM
CrM.CL
H.VH
CrH.L
CrH.M
CrH.H
CrL.CrVH - makes opponent fall down.
CrM.Shuriken


Nunchucks combo:

Nunchucks - back hit combos(Shiromaru stands close)
Nunchucks + M .H.VH
Nunchucks + L .L.L.M
Nunchucks + CrH. Kunai
Nunchucks + CrH. Shuriken
Nunchucks +Kama

Nunchucks + wall combos.( Enemy is hit by Nunchucks and then again by a wall in air)

Nunchucks - Nunchucks
Nunchucks. L. 4 Nunchucks
Nunchucks. L. Jump  4 Nunchucks. L. M.
Nunchucks L  Jump  4 Nunchucks. H.
Nunchucks Jump  4 Nunchucks. H.VH



Counter combos:

Omote gyaku:
Omote gyaku. L.CrL.CrM
Omote gyaku.CrL.CrL
Omote gyaku.CrL.CrV
Omote gyaku.L.CrL.Shuriken
Omote gyaku.L.Kunai
Omote gyaku.L Shadow Infuse L . Kunai(empowered Kunai)

Ura gyaku:
Ura gyaku. L.CrL.CrM
Ura gyaku.CrL.CrL
Ura gyaku.CrL.CrV
Ura gyaku.L.CrL.Shuriken
Ura gyaku.L.Kunai
Ura gyaku.L Shadow Infuse M. CrL. Shuriken (empowered Shuriken)

Ganseki nage:

Ganseki nage.L.L
Ganseki nage.L.CrM
Ganseki nage.crL
Ganseki nage.H.VH
Ganseki nage.VH.crVH
Ganseki nage.M.H.
Ganseki nage.M.Shuriken
Ganseki nage.M. Kunai
Ganseki nage.L.Kama
Ganseki nage.L.Nunchakus
Ganseki nage.L.Shadow Infuse H.Kama(empowered Kama)


Musha dori:

Musha dori.L.L
Musha dori.L.CrM
Musha dori.crL
Musha dori.H.VH
Musha dori.VH.crVH
Musha dori.M.H.
Musha dori.M.Shuriken
Musha dori.M. Kunai
Musha dori.L.Kama
Musha dori.L.Nunchakus
Musha dori.L.Shadow Infuse VH.Nunchucks(Empowered Nunchucks)

Reversal:
Reversal.L.L.L
Reversal.L.L.CrM
Reversal.CrL.CrL
Reversal.M.H.VH
Reversal.VH.VH
Reversal.L.M.CrH.CrVH
Reversal.L.H.Shuriken
Reversal.L.H.Kunai
Reversal.L.M.Kama
Reversal.L.M.Nunchakus




Counter against wall.(Opponent having wall in their back)

Counter here means any counter including Reversal
Counter.M.L.Nunchucks, Counter.L.Nunchucks or Counter.M.Nunchucks or, to start Nunchucks combos

Counter.M.L.Nunchucks  4 Nunchucks
Counter.M.L.Nunchucks. L. 4 Nunchucks
Counter.M.L.Nunchucks. L. Jump 4 Nunchucks. L. M.
Counter.M.L.Nunchucks L  Jump - Nunchucks. H.
Counter.M.L.Nunchucks Jump  4 4 Nunchucks. H.VH

Counter wall to back.(User having wall in their back)
Counter. Dash Forward Nunchucks then normal Nunchucks combo.

Counter.Dash.Nunchucks  4 Nunchucks
Counter.Dash.Nunchucks. L. - Nunchucks
Counter.Dash.Nunchucks. L. Jump  4 Nunchucks. L. M.
Counter.Dash.Nunchucks L  Jump  4 Nunchucks. H.
Counter.Dash.Nunchucks Jump  4Nunchucks. H.VH

Gun combos.

Kunai + Hades Shoot when Kunai hits.
Kama + Hades Shoot when Kama hits.
Nunchucks+ Hades Shoot when Nunchucks hits.

Air+Kunai + Hel Shoot when Kunai hits.
Air+Kama +  Hel Shoot when Kama hits.
Air+Nunchucks+  Hel Shoot  when Nunchucks hits.

Kunai + Yomi Shoot when Kunai hits.
Kama +  Yomi Shoot  when Kama hits.
Nunchucks+  Yomi Shoot when Nunchucks hits.

Hel Shoot. Shuriken
Hel Shoot.Nunchucks
L.Hades Shoot
M.Hades Shoot
CrL.CrL.Hades Shoot
CrL.M.Hades Shoot
Hades Shoot in air. Dash down. Hades Shoot.


Opponent against wall.
Nunchucks+ Hades Shoot when Nunchucks hits. 4 Nunchucks
Nunchucks + Hades Shoot when Nunchucks hits. Jump  4 Nunchucks. Yomi Shoot.

Hades Shoot in air. Dash down. Hel shoot.L
Hades Shoot in air. Dash down. Hel shoot.L.M
Hades Shoot in air. Dash down. Hel shoot.L.M.VH
Hades Shoot in air. Dash down. Hel shoot.L.Nunchuckc. Jump  4 Nunchucks.M.VH
Hades Shoot in air. Dash down. Hel shoot.L.Nunchuckc. Jump  4 Nunchucks.M.VH Yomi Shoot

Counter gun combos.
Counter.L.Hades Shoot.
Counter.M.Hades Shoot.
Air counter.L.Yomi Shoot
Air counter.M.Yomi Shoot.
Air Counter.M.Yomi shoot Dash down. Hades shoot.

Opponent against wall. Counter
Counter here means any counter including Reversal
Counter.M.L.Nunchucks, Counter.L.Nunchucks or Counter.M.Nunchucks or, to start Nunchucks combos

Counter.M.L.Nunchucks  4 Nunchucks Hades shoot
Counter.M.L.Nunchucks. L. 4 Nunchucks Hades shoot
Counter.M.L.Nunchucks. L. Jump 4 Nunchucks. L. M. Yomi Shoot
Counter.M.L.Nunchucks L  Jump - Nunchucks. H. Yomi Shoot
Counter.M.L.Nunchucks Jump  4 4 Nunchucks. H.VH Yomi Shoot
Counter.M.L.Nunchucks Jump  4 4 Nunchucks. H.VH Yomi Shoot Dash Down Hades shoot



Counter wall to back.(User having wall in their back)
Counter. Dash Forward Nunchucks then normal Nunchucks combo.

Counter.Dash.Nunchucks  4 Nunchucks Hades shoot
Counter.Dash.Nunchucks. L. - Nunchucks Hades shoot
Counter.Dash.Nunchucks. L. Jump  4 Nunchucks. L. M. Yomi Shoot
Counter.Dash.Nunchucks L  Jump  4 Nunchucks. H. Yomi Shoot
Counter.Dash.Nunchucks Jump  4Nunchucks. H.VH Yomi Shoot
Counter.Dash.Nunchucks Jump  4Nunchucks. H.VH Yomi Shoot Dash Down Hades shoot



Air gun combos
Opponent against wall in air.
L.Hades shoot.M.M
L.Hades Shoot.M.Yomi Shoot
L.Hades Shoot.M.Yomi Shoot Dash down Hel Shoot. L.M
L.Hades Shoot.M.Yomi Shoot Dash down Hel Shoot. Nunchucks(will miss) Jump 4 Back Nunchucks hits. Yomi Shoot.

Air counter gun combos. Opponent against wall in air.
Counter.L.Hades Shoot.L
Counter.L.Hades Shoot.L Yomi Shoot
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot.
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot. Jump.L
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot. Jump.L.M
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot. Jump.L.M.Nunchucks Dash down.4 Nunchucks. Hel Shoot.
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot. Jump.L.M.Nunchucks Dash down.4 Nunchucks. Hel Shoot.L
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot. Jump.L.M.Nunchucks Dash down.4 Nunchucks. Hel Shoot.L.M
Counter.L.Hades Shoot.L Yomi Shoot Dash Down Hel Shoot. Jump.L.M.Nunchucks Dash down.4 Nunchucks. Hel Shoot.L.VH