- Joined
- Aug 27, 2016
- Messages
- 10
- Reaction score
- 3
- Points
- 3
- Age
- 34
- XBL
- NINJA Haxxr1337
Hey guys, my name is Kenneth and I'm putting together a tag team fighting game that I would hope proves a worthy successor to UMvC3. (or at the very least, something to past the time until we get MvC4 am I right?!) The name of the game is Forebearance
Anyway, as the thread says up front, I want to involve everyone in the discussion of the characters I want to have in this game. I get feedback locally as well, as I want this to be something we can play for a long time. As fighting game fans, we tend to have some super amazing ideas and it would be sick to see them come true. Now, these characters are developed for the system in which we created. This discussion is to find out what feels right or wrong for you concerning the characters. The game is being developed on the Unreal 4 Engine and will follow a 2.5D format.
So, what is the system?
4 button attack layout
Pale (light)
Moderate (medium)
Weighted (heavy)
Intense (strong)
When you think UMvC its like the 3 attack 1 special, except all 4 buttons act as normal
Unique (Command normals) slightly less damaging normals that have special properties.
Signatures (Specials) each strength does a specific amount of damage.
Exertion (EX specials) this are the best versions to character signatures.
Exceed (Hyper) High damage moves that very from character to character, some may be a boost or debuff.
Throws are unscaled and deal minor damage depending on character
Ultimates (Level 3's) These are the cream of the crop attacks or effects that truly set the character apart. Can 1 hit kill as these moves are also unscaled
Trait - Each character has a special trait that is unique to them. Be it gaining HP or performing a counter. Traits are fundamental to the characters within Forebearance as they can be very helpful to their success. Traits cost stamina to use and depending on the effect dictates how much stamina is drained for its activation.
STAMINA - A regenerating meter that is broken into 5 segments equaling 1000 pts. Players will need stamina to block attacks, perform reversals and make use of their unique trait. If a segment is depleted the character enters a broken state. If they are successfully attacked again, that segment will become locked and unusable until the next game. You cannot fall below 1 segment.
EXCEED - A meter that is built up by landing attacks on your opponent or by means of boosts. Chip damage will grant you a small amount of exceed. You will use Exceed to perform your EX, Hyper, and Level 3 attacks, you can also spend exceed to free break or SOUL BURST out of your enemies offense. This feat costs 2 bars.
SOUL BURST - a small orb that you bgin the match with full. After it is used, you must allow it to recharge over a course of seconds before it becomes usable again. This prevents the use of 2 exceed bars when under pressure. Soul Bursts deal no damage, but resets the characters to neutral, with the burster having limited advantage.
All characters share the same HP amount, as I wanted the focus to be on the characters tools and not a game of who is beefier. Also with the various boost elements and debuffing agents, it was better to do it this way.
Red health is a commodity, as it is recoverable overtime in solo and tag play. Red health can be healed back using healing signatures.
TAG SYSTEM - Characters fighting in a team have access to a couple ways to tag in and out. The main being the QUICK TAG which allows characters to exchange out quickly in order to continue combos. The HARD TAG is still possible and of course can be used to extend combos or maybe give a safer entry into combat. The PRE - EMPTIVE TAG is a variation of quick tag that brings the character in behind the opponent. and finally, the TAG SHIELD, where you have a character come out and tank damage for you doubling your exceed gain.
Boy, I'm sleepy...
The game follows the standard archtypes. We have zoners, rushdown, grapplers, stance charactes, support characters, debuff characters, etc. Character uniqueness was a main focus in their design and I hope it will show as we speak on them.
I'll need a nap...
Anyway, as the thread says up front, I want to involve everyone in the discussion of the characters I want to have in this game. I get feedback locally as well, as I want this to be something we can play for a long time. As fighting game fans, we tend to have some super amazing ideas and it would be sick to see them come true. Now, these characters are developed for the system in which we created. This discussion is to find out what feels right or wrong for you concerning the characters. The game is being developed on the Unreal 4 Engine and will follow a 2.5D format.
So, what is the system?
4 button attack layout
Pale (light)
Moderate (medium)
Weighted (heavy)
Intense (strong)
When you think UMvC its like the 3 attack 1 special, except all 4 buttons act as normal
Unique (Command normals) slightly less damaging normals that have special properties.
Signatures (Specials) each strength does a specific amount of damage.
Exertion (EX specials) this are the best versions to character signatures.
Exceed (Hyper) High damage moves that very from character to character, some may be a boost or debuff.
Throws are unscaled and deal minor damage depending on character
Ultimates (Level 3's) These are the cream of the crop attacks or effects that truly set the character apart. Can 1 hit kill as these moves are also unscaled
Trait - Each character has a special trait that is unique to them. Be it gaining HP or performing a counter. Traits are fundamental to the characters within Forebearance as they can be very helpful to their success. Traits cost stamina to use and depending on the effect dictates how much stamina is drained for its activation.
STAMINA - A regenerating meter that is broken into 5 segments equaling 1000 pts. Players will need stamina to block attacks, perform reversals and make use of their unique trait. If a segment is depleted the character enters a broken state. If they are successfully attacked again, that segment will become locked and unusable until the next game. You cannot fall below 1 segment.
EXCEED - A meter that is built up by landing attacks on your opponent or by means of boosts. Chip damage will grant you a small amount of exceed. You will use Exceed to perform your EX, Hyper, and Level 3 attacks, you can also spend exceed to free break or SOUL BURST out of your enemies offense. This feat costs 2 bars.
SOUL BURST - a small orb that you bgin the match with full. After it is used, you must allow it to recharge over a course of seconds before it becomes usable again. This prevents the use of 2 exceed bars when under pressure. Soul Bursts deal no damage, but resets the characters to neutral, with the burster having limited advantage.
All characters share the same HP amount, as I wanted the focus to be on the characters tools and not a game of who is beefier. Also with the various boost elements and debuffing agents, it was better to do it this way.
Red health is a commodity, as it is recoverable overtime in solo and tag play. Red health can be healed back using healing signatures.
TAG SYSTEM - Characters fighting in a team have access to a couple ways to tag in and out. The main being the QUICK TAG which allows characters to exchange out quickly in order to continue combos. The HARD TAG is still possible and of course can be used to extend combos or maybe give a safer entry into combat. The PRE - EMPTIVE TAG is a variation of quick tag that brings the character in behind the opponent. and finally, the TAG SHIELD, where you have a character come out and tank damage for you doubling your exceed gain.
Boy, I'm sleepy...
The game follows the standard archtypes. We have zoners, rushdown, grapplers, stance charactes, support characters, debuff characters, etc. Character uniqueness was a main focus in their design and I hope it will show as we speak on them.
I'll need a nap...