Y-you mean supers, right? Special Moves specifically refer to hadoukens, shoryukens and such moves, not the shinkuu hadoukens of the world.
Yes, I meant supers, typo on my part.
Again, with the combo count....
Val can do a 30+ hit combo but is scaled to shit in the end. Her damage is mainly what hard hitting moves she can scrape together in the first 10 hits and then has to use all the multihitting moves possible to do 6.7k when all other characters beat 7k no problem. And even with the max damage scaling that's not completely going to deter Val players from long combos. Milking the kill is important. If Val isn't going to go for a reset or a kill, then there are snap backs or s.hk(x3) for the sliding knockdown into vial load into oki.
Combo consistency isn't necessary. Zangief's combos are ass and he relies mainly on spacing and using the fear of getting SPD'd or Ultra 2'd. Getting scooped or hit by his pokes are his "combos". At the same time Akuma/Evil Ryu has a high damage output with long-ish combos but the player has to work in not dropping those links.
You mention multiple characters. I don't mean everyone has to have a 10+ hit combo of exact proportions, I meant that, for the most part, most characters, keyword MOST, should be able to pull off combos above a certain number of hits based on the system. I may have worded that badly, however. For the most part, there are defined combos for characters that go up to a consistent number of hits. You can see this a lot in games with auto-combos.
However, saying that, I must concede I should drop the idea of combo count. I should be focusing on damage output and HOW they get to that damage. Whether it be longish combos, preposterous setups, grapple chains, etc etc.
That wasn't exactly what I meant. And I think perhaps the point of being able to chain most normals into each other isn't always going o be the most effective thing. The example of was thinking of is that in Under Night In-Birth, another 4 button fighter, most of the cast can do their standing and crouching normals into each other without any real restrictions. However, that game technically has 3 normals per standing, crouching, and jumping, meaning you'll be able to freely chain 6 normals at most before a launch and then 3 aerials for the most part. I'm thinking it'll have to be more like the Magic Series, or perhaps I'll set it up so that for the most part most normals chain into each other. I'll have to tinker with the pre-build I'm working on, see if that works. I'm thinking I'll probably have to go like the magic series, though.
The way you say it makes it sound like combos are the only way to build meter. Guilty Gear builds meter simply by attacking and by moving forward, encouraging offensive movement. Street Fighter 4 builds meter simply by doing anything (specials, combos, block strings, throws, blocking, focus attacks, focus absorbing). In 3rd strike you can build meter by whiffing normals. SG you gain meter through combos, doing specials, and whiffing normals when you have below 1 meter (as long as you aren't running away. upback j.hp isn't going to work in building meter).
Who said combos are the only way to build meter? I meant that during combos your opponent's meter gain is consistent so during a combo, if it is long enough, they may gain more meter than you. I plan on having meter be gained via using, including the whiffing of, moves in general, blocking said moves, getting hit, basically like in SF4. I don't think I'll have meter build during just forward movement, however. No, I plan on balancing it so you get meter through most actions. However, saying you won't get to 100% most matches is a bit of an exaggeration on my part. What I essentially mean is that you should be prepared to not rely on meter. Meter scaling will be high and you shouldn't be able to get supers out very often.
Instant Flashes.
.....no. Instead of a "Get off me!" burst you're basically players giving an incentive to mash "super" when getting reset. Except in this case, the "super" you're giving the pressured player guarantees a full high damage combo from which the opponent cannot escape. In SG, players at least have to spend another meter in other to dhc and potentially keep the combo going (unless if you're fukua and mashed BFF super. But then if you mashed against a jump in it's gonna whiff and you're gonna die). Here you you only have to spend an external resource and there's no risk to it. The fact that the Instant flash can be canceled into anything = I can make it safe by canceling it into jab. Even worse, you can trigger it in hitstun. Which means if I get touched once and I see that gauge glowing, there is no reason not to use it. I will instantly get a full combo no matter what. And if it's in the late game, and both of us have it, then he can trigger his instant flash and I die for using a mechanic too early. And why would you even give the players the ability to burst during knockdown or recovery? There's ground teching and if they whiffed a big move they should get punished for it.
I see the point. Again, it was a rough idea I had for a replacement for a Burst mechanic. The idea of an immediate counter to an opponent's combo or attack was appealing to me, but it obviously needs massive fine tuning to work. I agree that the opponent should get punished for screwing up, so if I do want to keep the idea, I'd have a lot of work to do making it fair. Any suggestions on how to improve it? Or should I just completely scrap it then? I have a few more ideas lined up, either way.
Screw you I'm gonna crossup IAD as much as I damn well please! Encouraging resets and installing a mechanic to discourage it is counter intuitive.
This is also true. I meant it as a system for the player to set up resets but not to set up super short resets or risk eating an Instant Flash and getting their reset turned against them. However, going back to your previous argument, this also makes sense. I've been thinking a lot about how to go about all this. I've been studying quite a few fighters and looking for a mechanic like burst that complements the fighting system, though perhaps I was trying to be too original with it. I'm sure there's a way to make Instant Flashes work, but yeh, it's currently redundant as is. Back to the drawing board for how to balance this. I personally feel that a burst system wouldn't be the most effective counter mechanic for this game's setup, so I've been looking for an alternative. However, I could be wrong in that and a simple burst system is all it really needs. The simple pre-build I'm working on now, which is anything but close to working, makes me question that idea as well...so I'll see how this goes and determine if a Burst System would be the best counter mechanic.
Not to mention you don't want to discourage unsafe attacks. Everything is unsafe in a traditional 2d fighting game. Excepting maybe a full screen fire ball (and even than, if you have a beam super to counter it with) every single action you can perform on your opponent in a traditional 2d fighting game is psychic counterable. Encouraging you to not use unsafe attacks is impossible and not something you'd want to discourage anyway, since that lack of safety is at the heart of strategy, and why have a move if you're encouraged not to use it?
This actually reminds me of a design flaw in another game within a different genre. I'd like to encourage everyone here to go load up the Taito shmup Metal Black in mame and tell me why the game is considered a sub-par shmup despite its excellently dreamy atmosphere and gorgeous melancholy soundtrack. You should be able to figure it out by the end of stage 2 at least if you're good.
*hint: It has something to do with the properties of the beam special and your main weapon*
When I say unsafe, I mean attacks that leave you open wide-open. Attacks that are far less safe, say, on block, or are easy to react to. Generally moves that leave you wide open to immediate counter. But of course, your statement is also correct in that all moves leave you open, and anyone with enough skill can counter that and take advantage of it. As stated above the Instant Flash system has a large number of glaring flaws, and I mostly threw it out there to see what everyone thought and what to do with it. It wasn't an official thing by any means at all. It was an idea I ahd on the side I wanted opinions on, and from the sounds of it, it looks like it'll be best to keep it to the side.
You know, I feel like we need a thread for amateur game designers who are currently working on engines/brainstorming ideas/etc. to exchange ideas and update progress together. Besides the shmup demo I'm working on in Unity, I also have 3 other game concepts for Unity demo's I'm bouncing around in my head, all of different genres. Would be neat to talk about em. Anybody interested?
I would be down for this. I greatly appreciate the feedback I've gotten here, and a whole thread for me to put an idea for something and see how it sounds would be great. It definitely would've been a better place to go with the whole Instant Flash idea, if it had existed.
Mvc2 Cyclops and Ruby Heart J.HK, ha ha ha.
Making spacing a good meter build ain't a bad idea. You could also have a charge stance like in some of snk's games.
I've been thinking of using spacing to build meter. You slowly gain meter depending on distance from the opponent: there'd be a 'sweet spot' distance that would earn you the most meter, and this would be different per character depending on their playstyle. It'd reward you for keeping yourself where your character works best. I hadn't put much thought into it. Alternative ways to build meter is next on the list of things to research.
So in conclusion...No one has anything to say about the new character ideas, Instant Flashes seem to be a bad idea overall and I should go back to the drawing board with that. That's fine.
Next update will probably be tomarrow.