Thursday, 30 October 2014

30/10/2014 - EVO Tournament (follow up from E-sports article a few days ago)


  • The other day I was rambling on about tournaments I really care about in videogames but there is one big annual tournament that actually relates to our game that ours could see play in, EVO the biggest fighting game tournament.
  • The Evolution Championship Series is an annual esports event that focuses exclusively on fighting games. In fighting game communities it is commonly referred to as "EVO" or just "Evo". The tournament uses the double elimination format.As with Super Battle Opera, the Evolution tournaments are well known and typically contestants will travel from all over the world to participate, most notably from Japan.
  • Evo was founded by Tom Cannon, also known for his work on Shoryuken.com, a fighting game website. The tournament started as "Battle by the Bay", a 40-man Super Street Fighter II Turbo and Street Fighter Alpha 2 tournament in 1996 in Sunnyvale, California, eventually moving to its recurring venue in Las Vegas. The event changed its name to Evo in 2002. Over time, the tournament grew, recording over one thousand participants in 2009.
  • Originally the tournament used arcade cabinets, but in 2004 the decision was made to move all games over to their console versions, to no small amount of controversy. During the transition to games on the seventh generation consoles, most games were played on a PlayStation 3,though Evo 2014 ran most games on the Xbox 360. Aside from the official tournaments, there is also a "BYOC" (bring your own console) area in which many different games are played and side tournaments are held.

  • Evo 2004 was also the birthplace of "Evo Moment #37", in which Daigo Umehara (playing as Ken), while facing Justin Wong (using Chun-Li), was successfully able to parry one of Chun-Li’s super moves while having very little health left and then counter with his own, winning the round and eventually the match as a result.

Tuesday, 28 October 2014

28/10/2014 - Balance patches


Over the last generation of games balance patches have been introduced in competitive games to stop certain strategies being too dominant, when our game is released we would have to watch high level tournament games and see if there are any characters that are strong or weak and balance them appropriately.


  • We would also ask for feedback from players at these tournament and balance the game accordingly. As for dominant strategies for players with lower skill level, it is a bit more controversial to balance those, for example a character we designed to be easy to learn would probably dominate lower levels of play, developers have different opinions on whether lower skill levels should be taken into account when balancing.
  • I am personally of the belief that games should generally be balanced around the highest skill level of play, I feel like trying to make absolutely everyone happy would be a waste of time, I feel like characters should be strong in different aspects a completely even playing field would be too boring, someone being able to win an unfavourable match up leads to moment of glory, plus newer players watch more skilled players and copy the dominant strategies just like how kids copy what teenagers find cool.

Sunday, 26 October 2014

26/10/2014 - E-sports + My role in the group (my favourite blog)


As I have mentioned I have been taking a role I'm not used to in this development team, I am used to being an idea man who can ramble on for days about what he's about to come up with. However, this is my first time working in a group as large as 3 and I felt like fighting to include my ideas would make our group have "too many cooks in the kitchen" so I took more of a role of typing down my other 2 group members ideas and tweaking them appropriately, I still suggested ideas but I felt more like one of my group members had hired me to work on their dream job.
I am no fighting game connoisseur, my favourite game genre is  RPG but my favourite game for the last couple years has been league of legends which has had very big success as an esport, I enjoy watching the game just as much as playing it, the same as a chess player or football player would like watching their game to pick up strategies, judge the strength of the players or just be part of the community.
Here are some facts about E-Sports:
  • Electronic sports (also known as esports or competitive gaming) is a term for organized video game competitions, especially between professionals. The most common video game genres associated with electronic sports are real-time strategy, fighting, first-person shooter, and multiplayer online battle arena.
  • Although esports have long been a part of video game culture, competitions have seen a large surge in popularity in recent years. While competitions before around the year 2000 were largely between amateurs, the proliferation of professional competitions and growing viewership now supports a significant number of professional players and teams, and many video game developers now build features into their games designed to facilitate such competition.
  • The increasing availability of online video streaming platforms, particularly Twitch, has become central to current esports competitions. In 2014, sports broadcaster ESPN broadcast the The International finals, marking the first time an esports event had been simultaneously broadcast on a mainstream channel.
  • Historically, fighting games and arcade fighters like Mortal Kombat, Tekken and Super Smash Bros have been popular in amateur tournaments, although the fighting game community has often distanced themselves from the esports label. In 2012, the most popular titles featured in professional competition were real time strategy and multiplayer online battle arena games Dota 2, League of Legends, and StarCraft II. Shooting games like Counter Strike and Call of Duty have enjoyed some success as esports, although their viewer numbers have remained below those of their competitors.
I enjoy E-sports so much that I actually started tuning into lots of different talk shows about the high level competitive games, for league of legends they have different shows for all the regions in the world and get a lot of pro players or veterans in the industry on as guests.
I would like to promote our game as an E-sport by organising tournaments with prize funds, setting up a livestream of the tournaments and recording them for youtube, making advertisement deals with sponsors and making sure the players get a good wage if the economy we create can sustain itself like it does in other games.
It would even be cool if the characters could have alternate costumes that could be bought as DLC that are based on pro players or pro teams, a large percentage of these funds could be sent back to the pro players as wage.
Here is a picture of the 2014 League of Legends world championship final.
  • The 2014 World Championship featured 16 teams competing for a $2.13 million prize pool, with 14 teams qualifying from the primary League of Legends regions (China, Europe, North America, Korea and Taiwan\SEA) and 2 international wildcard teams.
  • The grand finals were hosted at the 45,000-seats Seoul World Cup Stadium
  • The grand finals were watched cumulatively by 27 million people, with viewership peaking at over 11 million concurrent viewers.
On a more personal note I never imagined I would become the kind of person that really cares about sports, roots for teams or getting invested in dramas or rivalries between players, however if it's videogames it seems I become a "Jock", thankfully E-sports rivalries have never got out of hand and rivalries aren't too far like in normal sports and I hope it stays as friendly as is.

Thursday, 23 October 2014

23/10/2014 - Gameplay questions


  1. What types of challenges will you include? Will you challenge the player's physical abilities, mental abilities or both?
    Every fight players physical and mental abilities will be tested, but the ratio of the both will depend on the character they choose.
    When using a character who has to bluff to be effective the mental abilities of the player will have to be high to analyse the state of the fight and the best course of action to take.
    When using a character that has to rush down the enemy the physical abilities such as timing and reactions of the player will have to be high when they see an opening.
    When using a counterattack character both will have to be used the player will have to think about their opponents next move but also have the react to that move to counter it.
    Every single fight no matter what the character, the player will have to think about the situation they are in and analyse the fight and also execute the plan they come up with with their physical abilities.
  2. Do you intend to tailor your game to a particular game genre? Will you include any cross-genre elements?
    We want to tailor the main story and multiplayer of our game to be a traditional 2d fighter. However, in class today we started talking about bonus game modes for our game and we came up with the idea of a simulation game where you play as one of the characters and you contest the territory of the city the main story takes place in by allying with other characters and earning favor of the different factions (for example to gain control of the police station you would have to gain favour of the police faction, other times it may be the civilian faction) you could earn territory by bribing people and perhaps the arms dealer is better at that, or convincing them and perhaps the honest cop is better at that.
    If you have to fight against another character for territory and you can quickly simulate the fight with a percentage chance of winning (let's say 20%) but you could also manually fight like the main story/multiplayer if you think you could win if you left it to yourself rather than random chance.

    The reason for two game modes is because if someone says "Let's have a quick game of civilization" it's obviously a joke because one game could easily take 12 hours, but the normal fighting mode could be a quick accessible game to play with friends and the simulation could be something outside of the story that the player could play for hours (this mode will have lots of replay value rather than the story that most players will want to experience once).
  3. How does the story influence the gameplay, and vice versa? Do they operate together, or are they separate?
    The story will comprise of cutscenes and text and a fight will happen at key points, the way the fight itself goes probably won't affect the outcome of the story unless the player loses and they will have to retry to continue, the player during the story mode will have to make important decisions through conversion which affect the story and how the game ends.
    I think the story should be able to influence the background of each fight, for example a snowy background if it's winter.
  4. How does gameplay affect the avatar's appearance and capabilities?
    The characters overall sprite will be the same at the start of every fight but different animations will happen depending on the moves that are used, the capability of each character is dependant on how skilled the player is at using them. A good player will be able to make the character look flashy by performing a difficult combo that looks cool.
  5. Are the challenges related or unrelated? If unrelated, how does that affect the player's suspension of disbelief?In the story mode fights will relate to the story, a fight may engage between characters because in the text or cutscene they will be having a disagreement which eventually leads to a fight.
    In the simulation game we came up a fight will start when characters are invading another characters territory or defending against an invade.
  6. How do the challenges relate to the game's target audience?
    The target audience of the game are fans of fighting games so the fights in multiplayer are the most important part, in story mode the fights will be like in multiplayer but with CPU's.
    The simulation will not appeal to every fighting game fan but that is why it is a bonus mode and not the main game. 
  7. Will the player be expected to face more than one challenge at the same time? If so, which ones?
    In the story mode and multiplayer 1v1 fights players will only have to face the current challenge of a fight to move on. However, in the simulation mode you will have to engage in fights while also thinking about resources and territory.

Tuesday, 21 October 2014

21/10/2014 - Air dash (concept), projectiles and a history of fighting game (videos)


  • An air dash is a quick burst of speed either forward or backward whilst in the air.
  • The air dash was a concept first introduced to the fighting genere by the game Darkstalkers. It has been a staple in many fighting games ever since.
An example of an air dash.
  • Air dash fighters tend to be faster paced and ranged projectile moves tend to dominate less since players aren't stuck at either side of the screen due to immobility, when projectiles are strong players tend to spam them which leads to less action packed gameplay and more of a gain ground based one.

Here is a number of projectile examples from 2 different games.

This video series shows a history of fighting games and how to get into the genre.

Sunday, 19 October 2014

19/10/2014 - Randall move set

Character summary
Randall is an unreliable arms dealer, he does not want to fight at all but everyone is after him, he is terrible at fighting hand to hand (usually using pathetic slaps).
His fighting style is based on finding windows of time in a fight to stock up weapons of his choosing by rummaging around for them and using them up once he has found them.
He moves flexibly while while falling about the place and finds himself in ridiculous situations he never intended to be in making him our biggest joke character.


Move List - (for all moves the numpad keys substitute as dpad/analogue stick directions and A, B, C and D are for light, medium, heavy and special attack buttons.)
Resources
  • In Randall's special move the player holds D and menu with 4 quadrants with different icons appear, one for each weapon he wishes to use, the player pushes the dpad/analogue stick in the direction of the weapon they wish to choose (it get's highlighted) then let's go of D to select it, the player resets the thumbstick back to the middle or taps the dpad once opposite the selection to select nothing.
  • When a weapon is selected and it is ready to use Randall while full Randall switches to it after a short animation, but if you selected the wrong weapon you can select another one in the middle of the switching animation and start a new animation rather than waiting for the accidental one to finish.
  • If a weapon is selected but it is not ready (all weapons start not ready) Randall rummages around looking for it and a loading bar appears over his head (you can see this bar in the weapon select menu too.
  • Every item Randall rummages for has a unique take on the cooldown for example some can be charged up partially and slowly degrade the bar while others use up the bar in one shot and uses the rummaging bar as a reload time.
  • Usually a player can't do anything at the start of a fight when the countdown happens but Randall can begin rummaging during that time.
  • When Randall is rummaging he cannot use attacks so the player has to be careful and look for openings when they can get away with it, otherwise their opponent will capatalise on Randall's weakness when rummaging.
  • If Randall's opponent gives him too much time he can keep rummaging until he finds all 4 of his weapons and the player can use all 4 of these powerful effects at their will.
Weapons
Randall deals below average damage with his basic melee attacks (A, B and C) so his weapons are very important.
  • D+left- Randall rummages around for an old janky antique rifle and loads it up the rummaging bar starts from the beginning if the player cancels rummaging and goes back to it ladder, when the bar is full it is ready.
    Once it is ready the player presses D fire straight across the screen in the direction Randall is facing to use it up in one shot.
    Even though his melee attacks are usually bad his heavy (C) attacks when using this weapon are long reaching and heavy hitting due to the bayonet on the gun. 
  • D+up- Randall's real weapon which he uses regularly is an AK-47 but it's disassembled and he has to build it up in order to use it.
    When rummaging for it players can cancel the rummaging and do something else but the progress remains so the bar charges up and is saved, the gun cannot be used until it is built when the bar is full.For comedy effect he should make the rifle out of random things (like macgyver) rubber bands and sawdust and things that won't work but when it is completed it should turn out like a real AK47.
    Once it is ready players can spray the gun the gun by holding D in or burst fire it by holding in D for a short period of time and letting it go or fire one shot by tapping it (just like in any shooter) bullet use depletes the rummaging bar.
    If the player shoots until the bar is at a certain percentage above 0 (let's say 40% of the rummage /ammo bar) the gun will still work at 40% because it has been built already no need to go up to 100% again, however the gun can be rummaged/reloaded up to full or even up to (let's say 70%) before switching to something else and it will work and the bar will be at that percentage.
    If the player keeps shooting until the bar hits 0% the gun will break and Randall will have to rummage for the parts and rummage up to 100% again before it can be used.
  • D+right- Randall rummages for a melee weapon which boosts the strength of his melee attacks from hitting like a feather to decently damaging. The weapon is different visually  each time (to make use of our artists) but they perform the exact same range, damage and speed wise.
     The rummaging bar can be cancelled at any time, if so it will continue where it left off for example let's say Randall is at 45% of his rummaging bar and he just found an old baseball bat then he switches to do something else, later he comes back and his bar is still at 45% and he spends the remaining charge time taping up the bat.
    Once the weapon is ready for example it's a bat it can be used more than once until it breaks (somewhere inbetween 5 and 10 hits) then if the player wants to keep using the attacks they will have to rummage for another melee weapon.
  • D+down- Randall rummages for an damaged riot shield he has which he attached nails to
    The rummaging bar can be cancelled at any point above 0% and the shield can still be used, this is the only item which can be used without the rummaging bar hitting full.
    The riot shield functions like blocking except it also pushes enemies back in the direction it's facing if they are hitting it (not if they are just walking forward past it though), no chip damage will be taken when the opponent hits this shield (normally blocking doesn't take away every single point of damage just most of it-so players can't just block infinitely without taking damage).
    The shield when held up depletes the rummaging bar until it hits 0 and the shield must be charged up to be used again when put down before 0 the bar stays where it was and the rest can be used later or can be charged up more.
Supers
  • 236236D- Randall fires and throws his entire stock of weapons at once across the screen.
    The weapons take up quite a lot of the screen from Randall to the ceiling in a right angle from the direction he's facing.
    This super does more damage the fuller your 4 rummage gauges are (because Randall has more stuff to throw).
    If you are facing Randall damage can be avoided by jumping over him quickly before he throws them out, if it can't be avoided some of the weapons won't hit (for example the ones on the ceiling won't hit someone on the ground), also you'll take some damage but it's best just to block the ones that will inevitably hit you.
    (costs 50% super and uses up all the rummaging bars)
  • 236236C- Randall accidentally sets off a bunch of fireworks that cover half the screen that stuns and damages an enemy in range
    This super is designed to be what Randall can do when he runs out of weapons it stuns the enemy so the player has a choice of either following up with attacks or Randall can rummage while the enemy is stunned.
    (costs 50% super)
  • 632146D- All 4 rummaging bars instantly fill and Randall has access to all his weapons at full potential.
    Seems really strong but hey it's expensive that's the players reward for reaching 100% super
    (costs 100% super)
Misc

  • Recovery animation- Randall recovers from the ground by shooting the ground with a gun and using the force from the impact to push him up instead of just using his hands.
  • Victory animation- Randall realises he's won the fight and says "What? I won?" he then jumps and cheers in celebration and accidentally sets off a gun in his jacket which backfires and turns him black with gunpowder (like in a cartoon) he immediately falls back down.
  • Taunt- Randall takes out a roll of money and rolls it along the floor saying "Here, now leave me alone".
    Because he is bad at hand to hand and doesn't want to fight his taunt shouldn't taunt the enemy it also makes sense that he has money considering his arms dealer shenanigans.
Randall is inspired from characters in other games that have random weapons and characters that have to create time charge up their resources. We felt that getting a random weapon introduces a luck factor into what you get rather than skill so we wen't with the players gets to select a weapon according to the situation.

Thursday, 16 October 2014

16/10/2014 - Character ideas

These are some character names and brief descriptions we've been throwing around and will probably develop further.
  • Fixer- Main character, tries to fix everything wrong with the city, worked as a mechanic.
  • Ada and FILO- A puppet character Ada who controls her robot dog FILO, the names are based on Ada lovelace (considered the worlds first computer programmer) and FILO (first in out last data structure, also it kinda sounds like Fido).
  • General- Leads the army, no restraint or tolerance for opposition, always seems angry, very strict, every time he fights it's only for fun because the opponent will just get shot by a firing squad anyway unless they can escape.
  • Mecha Girl- She is paralyzed from her arms down, but one day she got a job as a mech pilot and she is ecstatic to have full mobility in the suit and rejoices in being able to do all kinds of things she had never even dreamed of before.
    She was Fixers only friend but she doesn't agree with his ideals, they met through Fixers job as a mechanic repairing parts for the secret technology base in which she works as a mech tester.
  • Randall the arms dealer- A really untrustworthy arms dealer that poorly supplies weapons to all sides and all sides have him wanted, although he doesn't want to fight and would rather avoid it.
  • Frank- A good cop that does everything by the books, however even if he finds it morally right to do something against the books he may not do it which slows him down/causes him trouble which makes him seem worse to other cops.
  • Ana- Bad cop that will do anything for rank, gains popularity from other cops and rank by getting work done quickly, however she breaks the law and cheats her way to getting rank without telling people (was thinking Ana as a name because the name seems quite snake like - Anaconda).
  • Sammy Smith- This character we've already designed a spy who uses lackeys who has been hired by the mafia to hunt down Randall the arms dealer, because the name and costume that covers everything the gender of this character is unknown.

Tuesday, 14 October 2014

14/10/2014 - List of factions in the story

There are 2 main factions in the game:

  • Rioters- started as protesters who'd had enough of the city
  • Cops- introduced the curfews in the first place now atempt to control rioters.

There are a few third parties that are definitely factions but smaller in number in the city.

  • Army- Started being sent in when the riots got really out of hand and turned into a battle zone (led by the general).
  • Mafia- Control the business side of crime this is who a lot of the unemployed who became gang members traded with.
  • Conscientious objectors- Decided they won't take sides with any faction, they set up and reside in a zone where cop interference isn't allowed and welcome other conscientious objectors.
  • NER(D)V- Scientists and pilots who work in a remote base near the city they are very secretive about their work, no one knows who the head chief is
    (We haven't came up with a name yet that was just a joke because the faction reminds me of NERV from the anime Neon Genesis Evangellion).

Sunday, 12 October 2014

12/10/2014 - Overall plot of game first attempt by group

Let me tell you the story of an uprising.

Our city was run down. Our  automobile industry began suffering when global competition became stronger, this led to widespread unemployment.
Many of the unemployed trying to find a living ended up taking part in the crime industry by joining different gangs. Eventually there ended up being too much competition among the gangs and violence ensued.
The cops concerned for the safety of civilians responded by enforcing curfews to keep them off the dangerous streets at night.
The civilians became restless wondering when help was coming...

A mechanic known as "Fixer" lost his job in the automobile industry decided there was no point in living in a world like this.
As a protest he stood in front of an armed vehicle, he felt that there was nothing at stake since he already lost what was important in his life, this sparks a revolution.
Civilians hear of a man in his work clothes doing this and inspired began protesting, the cops intervened, although a lot of the civilians fought back which led to a riot.
Fixer asks his only friend a woman who works with mecha-suit prototypes if she would like to use that technology to help in the riots, she declines leaving fixer feeling betrayed.

The riots cause there to be 2 main factions fighting in the city cops and rioters. The mafia is a third party, things get out of hand and the army begin to make an appearance.
An arms dealer "Randall" supplies the mafia with some weapons to make a quick buck in the situation but the mafia realise he isn't supplying everything they pay for and he is also supplying all 4 sides with weapons, he becomes wanted by all 4 sides after they realise what he has been doing.
The Mafia hire a spy "Sammy Smith" and send him after the arms dealer.

The cops become worried about the general commanding the army in the city from outside.
A similar thing to the riots happened in the generals home country and the generals home country and the general introduved very strict curfews and decimated his most own company by shooting them for incompetence.
The general becomes angry because the cops are not communicating well with him, the cops don't want him to know what's happening out of fear of his actions so they pretend to be working with him while covering up the riots.
Another reason why the cops don't want the city noticed is the classified base close to the city where combat technology is developed such as mech suits.

One district of the city collectively decide they want no part in any side and set up the district as a zone of conscientious objectors where there is no cop interference allowed.
The generals son a snooty aristocrat looks down on and taunts the rioters and gets lynched by them.
The general hears of what happened to his son and decides it's the final straw.
The military locks down the city by closing all the borders and exits.
A lot of resistance from the rioters begins happening, civilians get caught in the middle of rioters, cops and army.
Fixer realises that the rioters have gone a bit too far but he has to join them and finish what he started.


*Things that inspired this story are The fall of Detroit, Tiananmen Square protests of 1989 and The Dark Knight Rises.

Thursday, 9 October 2014

09/10/2014 - Game setting and characters.

Today I was reminded how important the main character is in your game, I figured people's favourite characters are themselves.
In the slide "character development questions" there was a picture of Link from zelda and Cloud from final fantasy 7, I remembered the website gametrailers have a yearly poll where people choose their favourite game characters of all time, both Cloud and Link have been chosen multiple times, I disagreed with this because they are both the same, they are silent protagonists that the player role-plays as, they can be anyone the player wants. they are who the player makes them.
I strongly disagree with these types of main character although they are popular.

Tuesday, 7 October 2014

07/10/2014 - Sammy Smith move set

Character summary
Sammy smith is a spy with a conservative noir style, dresses in a Greatcoat and trilby with a collar turned up hiding his/her face. Sammy smith is not a fair fighter, he/she is terrible at trading blow for blow so he/she uses a combination of lackeys and innocent bystanders to trick his/her opponent.
Because his/her disguise is so conservative his/her gender is unknown (kind of like Samus in the first metroid).

Move List - (for all moves the numpad keys substitute as dpad/analogue stick directions and A, B, C and D are for light, medium, heavy and special attack buttons.)
Resources

  • Sammy starts with 4 lackeys which can be called in to assist him/her.
  • Holding D causes sammy to use an oversized 80s mobile phone to call for backup, after the call completes he gains a lackey.

  • Lackeys are gained naturally over time, however slowly.
Stances (all stances cost one lackey), For each stance Sammy's coat is thrown forward covering quite a lot of the screen from the players' perspective, the coat is grabbed back and put on the person standing where Sammy was (the opponent has to think about who is standing there) and someone is sent walking forward to the opponent. The opponent can of course hit the person walking forward to them to prevent the attack, but they will have to be careful.
  • 236A- Sammy stays where he is and a lackey is sent towards the opponent.
  • 236B- Sammy stays where he is and an innocent bystander is sent towards the opponent. If the opponent hits the innocent bystander they will be punished with some sort of debuff.
  • 236C- A lackey switches places with Sammy, allowing the player to bluff that they are a lackey or innocent bystander to get in close.
Follow ups to stances
  • A- Lackey/innocent walks out and tries to trip up the opponent (low attack)
  • B- Lackey/innocent walks out and falls onto enemy holding them in place forcing them to block while the player can attack.
  • C- Lackey/innocent comes from behind enemy trying to backstab them (high attack)
  • D- Exits the stance, returning to regular control.
Other moves
  • 21C- uses fish hidden in great coat to slap diagonally into the air (anti air move)
  • 21B- uses fish hidden in great coat to slap forward (longer reach than punching)
Sammy says "You'll be sleeping with the fishes" when using both those moves.
Supers (Each super costs 50% of Sammys super guage)
  • 236263D- Lackeys suddenly appear, one grabs a tommy gun from his violin case and fires forward, another shoots a handgun concealed in a bouquet, the bullets fire in a line horizontally and could perhaps be avoided by jumping.
  • 632146D- All of Sammys remaining lackeys are sent to pile upon an enemy, the strength of this super is based on the amount of lackeys the player has stocked up.
Misc
  • Recovery animation- Gets back up of the ground and brushes great coat nonchalantly
  • Victory animation- Sammy throws off his/her trilby and it lands on defeated enemy, Sammy has a different hairstyle each time all being ridiculous (e.g. rainbow mohawk).
  • Taunt- Loosens great coat to reveal shirt, Sammy has a different shirt each time all being ridiculous (e.g. Hawaiian shirt).
The joke of the last 2 points is Sammy has a really conservative disguise, great coat, trilby, collar up hiding face and also gives the character lots of room for additional art assets.

Sunday, 5 October 2014

05/10/2014 - Riot Uprising basic game mechanics


  • Riot Uprising is a traditional 2D fighter where two characters participate in a duel.
  • Each match consists of a up to 3 rounds, the first player to win 2 rounds wins the match.
  • In order to win a round one player must either incapacitate the other by inflicting damage through various attacks to reduce their opponent's health to zero or by having more remaining health than their opponent after the clock runs out.
  • Forward (6) and back (4) buttons move your character left and right, up (8) makes your character jump in the air allowing them to perform aerial attacks and down (2) makes your character crouch allowing them to perform low attacks. 
  • Every character has a weak, medium and strong attack. Also every ones has a "unique" technique, called a Drive attack, which is different for each character. Those attacks are also known as "A", "B", "C" and "D". Various combos can be performed by every character through careful input of regular and Drive attacks. A combo consists of two or more consecutive attacks that hit an opponent without them retaliating. As combos become longer, each attack will do less damage than normal to give the opponent a chance to retaliate.
  • The super gauge is filled by either dealing or receiving damage. When a character has 50% or more super, special "Super Moves" can be performed. When a Super Move is successfully performed and connects with the opponent, it deals massive damage and is visually flashier than normal attacks.
  • Attacks can be blocked by holding the dpad/analogue stick opposite from the direction the attack is coming from. If the attack is hitting high your character must be standing to block it. If the attack is hitting low your character must be crouching to block it. If the attack is unblockable it must be cancelled by hitting the opponent to stagger them before it connects or maneuvered away from before it connects. 

Thursday, 2 October 2014

02/10/2014 - Wiki set up and character ideas

Last night our group spent 2 hours in a skype call and we commited to making a fighting game and started throwing around ideas, most of those ideas were character concepts, setting and story, the game will take place in a city where riots are happening and is to have a "rioters vs police" type of story, because of this we have given the game the temporary nickname "Riot Uprising".

Today we created a wiki that the three of us can edit so our ideas can be stored collectively.
we also brain stormed some more character ideas I will list the nicknames we have given them below:
  • Hopeless guy who doesn't want to fight.
  • Brutal general that us only fighting for amusement before an execution.
  • Guy who has fans and uses them as a resource like energy or mana.
  • Mecha suit girl
  • Robo cop type character
  • Programmer and robot dog