Here is some gameplay footage of Soul Calibur a weapons fighter.
Sunday, 30 November 2014
30/11/2014 - Weapons Fighter
A fighting game where most or all characters have weapons, and there are gameplay rules that involve these weapons (such as how to disarm and rearm weapons). The first high-profile example of this was the Samurai Shodown series, but the more common modern example is Soul Calibur, as all of the fighters are armed with melee weapons.
Thursday, 27 November 2014
27/11/2014 - Anti Air
Because street fighter has no air dash jumping in the air is generally a bad idea, for this reason the type of set up that guile was doing is far too strong in street fighter. This leads to matches where to players are standing on the ground throwing projectiles at long range or safe poke and medium range. Those types of matches are boring to watch and we would like to avoid that in our game.
Tuesday, 25 November 2014
25/11/2014 - Chip Damage (also Block Damage)
The reduced damage a character takes from an attack while blocking. Generally an extremely small amount; in some games, normal moves do not cause this. The term refers to the visual effect of the player's life bar being "chipped" away, bit by bit. Also refers to a type of fighting that relies soley on causing such damage.
9 seconds into this video there is an example of chip damage.
Sunday, 23 November 2014
23/1/2014 - Throws (or grabs)
Throws are block defeating moves that usually involve pressing an attack button and occasionally a direction at extremely close range. A predefined animation typically plays that ends up with the opponent taking a reasonably significant amount of damage. This can be used to punish people blocking or add mix-up to combos. It is possible, in some games, to either minimize or negate a throw, usually done by throwing back as soon as one is thrown.
https://www.youtube.com/watch?v=uQgyvR50IBg
Above is a compilation of all the throws in the game titled "Aggressors of Dark Kombat" in english.
Tuesday, 18 November 2014
18/11/2014 - Blocking
Here s an example of a move being blocked in street fighter 4.
Sunday, 16 November 2014
16/11/2014 - Snack room
Offering a great snack room is necessary if a game company wants to make their employees feel like they are in a comfortable environment. It will also attract employees and make them want to work at our company, if we have a large pool of workers applying to work at our company we can pick the most talented ones.
We take suggestions of what people want in the snack bar so it reflects personal preferences and desires of our employees.
Here is a small documentary on Valves' snack room.
If we have employees that can work anywhere they want in the industry it is important to make them want to work at our company. This will lead to dedicated employees.
Thursday, 13 November 2014
13/11/2014 - Footsies
“Footsies” is oldschool slang for the mid-range ground-based aspect of fighting game strategy. It refers to a situation where both players are outside of combo range and attack each other with long-range, generally safe attacks (pokes). The ultimate goal is to control the flow of the match, bait the opponent into committing errors, and punish everything.
Above is a video of two very high level street fighter players at EVO 2014, the match may seem uneventful but it's two players who have mastered footsies "dancing" with each other for the full set.
Tuesday, 11 November 2014
11/11/2014 - Combo
Above is an example of some corner combos, They may seems overly strong at first but each successive attack does less damage in a combo, also it takes a lot of resources built up during a match to achieve strong combos.
Sunday, 9 November 2014
09/11/2014 - Soundtrack
Street fighter 4 has a predominantly electronic music soundtrack, a lot of players criticised the soundtrack because the genres used aren't as varied as Street fighter 3 which is predominantly house and drum and bass, with some jazz, hip-hop, and techno elements.
The guilty gear series has a soundtrack that is praised by fans. It uses predominantly rock and metal music. Most of the characters in the game are references to rock music through the character names, designs and move names. I would like our game to have a similar soundtrack with a bit more genre variation for different characters, "Lisa" and "Ada & Filo" could have techno themes on their stages because they are technology themed characters.
Thursday, 6 November 2014
06/11/2014 - Other Features
Other Features
- Customisable menu. because we believe giving the users more options does not limit their enjoyment of the game. Don't like an extra feature we added? If so don't use it, if so feel welcome to.
- We designed an RPG bonus game mode to give the game longevity and replayability for single player, because after story mode all their is left is playing multiplayer online or with friends. You can unlock weapons and equipment that can used in a Special multiplayer matches.
- Include challenges and tutorials, so that new players can get up to speed with the mechanics of characters.
- Unlockables don't affect gameplay/balance and can be unlocked in a store.
Tuesday, 4 November 2014
04/11/2014 - Marketing
- We plan to make the game available for PC, xbox one, ps4 and potentially ps3 and xbox 360. Most notably PC because there is barely any competition in the fighting game genre on the pc, street fighter is ported to the PC, other games either take a long time to port to pc or/and are poor versions of the game.
- We believe our downloadable demo should be a fully featured versus mode time trial, there is a game called Killer Instinct that just had a recent version come out and it has some of my much hated "freemium" features a different character is free each month and you can play the full game with that character, but you could spend money to unlock all the characters.
- We don't like the option of limiting our demo users to one character because there are certain games I really enjoy that I wouldn't have bought if I was limited to character I didn't liked. I think that limiting the game modes to just the basic 1 on 1 fights during the trial is a fair enough trade so that players can't just replaying the trial after the time limits done to complete everything, We would like them to leave the demo thinking "that was good I'll buy that.
- While DLC characters can make extra money, the consumer will only take so much.
Sunday, 2 November 2014
02/11/2014 - Why I disllike "freemium"
- The whole point in the model is to give the users a taste of the premium features then the fun of the user is limited in order to tempt the user into buying them. The majority of money generated in these games is from a small percentage of players who get hooked on the game because the developer probably got to them through the games psychology, I find this a morally grey area.
- It's not like a subscription or downloadable content which is an extra feature of the game you can pay to unlock permanently, a large majority of these freemium games are limited if you don't pay it'd be like if downloadable content added 5% to the game you have, freemium would give you 5% of a game and you'd have to keep paying to unlock more things, but the thing is the extra features you can pay for never end so you can never get the whole game.
- Kids have spent thousands of dollars on these upgrades behind their parents backs and caused a lot of trouble.
- These games are as big a waste a money as alcohol and drugs but probably less fun, I find the model evil and the games themselves boring.
Why would you play candy crush with its freemium limited life model when you can play bejeweled with infinite free tries
Gamers are becoming more weary of this model. For me if I want to buy a game I will check out a demo first then buy it. If a game is presented as "free" but with some features I can pay for I will almost never play it these days, there are exceptions however, my favourite game league of legends is free with features you can pay for, but the only things you really need to pay for are cosmetic and don't affect the game balance I am fine with that.
Subscribe to:
Posts (Atom)
