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sfried 476th Post

 
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| "Some ideas for a game: Sketcher Fighter?" , posted Fri 12 Feb 15:49:
Has there ever been a fighting game that focused solely on projectiles?
I've had this weird idea in my head lately about making a fighting game that consisted entirely of spaming projectiles...with a twist. I've been thinking of a system where the player is able to "ride" their projectile as if it were a triggerable special move. It's rather hard to explain, but the best I could say about the dynamic is that it's a mix of Twinkle Star Sprites and...come to think of it, the TSS example is the closest I could probably get, because one of the big principles I've thought that should be in the game is that the players have no direct attacks with each other (in other words, no normals). Instead, they rely on "drawing"/"sketching" their maneuver with a special move, thus spawning it like a regular projectile. The gist is some of these projectiles would mimic basic fighting game special moves once "ridden" upon (done by simply approaching your spawned projectile), so for example, some Leonardo Da Vinci like descendant character can spam some Sistine Chapel Godfinger all-day long but keep missing or draw one of those flying contraption thingies and then ride them if it were a charge attack or dragon punch maneuver.
I've only conceived two characters for it so far (the Leonardo dude and a painter girl), but was able to sketch only the later. Here's some crazy doodling I made about the concept.
Forgive the crappiness.
[this message was edited by sfried on Fri 12 Feb 15:51] | | Replies: |
Loona 295th Post

 
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| "Re(1):Some ideas for a game: Sketcher Fighter" , posted Fri 12 Feb 19:47
quote: Has there ever been a fighting game that focused solely on projectiles?
I've had this weird idea in my head lately about making a fighting game that consisted entirely of spaming projectiles...with a twist. I've been thinking of a system where the player is able to "ride" their projectile as if it were a triggerable special move. It's rather hard to explain, but the best I could say about the dynamic is that it's a mix of Twinkle Star Sprites and...come to think of it, the TSS example is the closest I could probably get, because one of the big principles I've thought that should be in the game is that the players have no direct attacks with each other (in other words, no normals). Instead, they rely on "drawing"/"sketching" their maneuver with a special move, thus spawning it like a regular projectile. The gist is some of these projectiles would mimic basic fighting game special moves once "ridden" upon (done by simply approaching your spawned projectile), so for example, some Leonardo Da Vinci like descendant character can spam some Sistine Chapel Godfinger all-day long but keep missing or draw one of those flying contraption thingies and then ride them if it were a charge attack or dragon punch maneuver.
I've only conceived two characters for it so far (the Leonardo dude and a painter girl), but was able to sketch only the later. Here's some crazy doodling I made about the concept.
Forgive the crappiness.
I'm not too familiar with the Touho(sp?) series, but aren't those shoot-em-ups that also have a projectile-based fightin game or two as part of their in-game universe?...
The riding thing could give this a twist, I guess... I take it those projectiles would have different movement patterns when launched and when ridden? I guess the default behaviour for some nonridden would be to stay still or at least move very very slow so that character could catch up...
For some reason I'm not reminded of those stars Kirby uses to travel between stages - moves and floats a bit slowly, then speeds like hell when riding the things.
The concept now reminds me a lot of the Emperor in Dissidia as well, with all the projectile-based trap-making.
I have to admit than when I read the topic title I was thinking of something like this:
http://mugenguild.com/forumx/index.php?topic=106823.0
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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sfried 477th Post

 
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| "Re(3):Some ideas for a game: Sketcher Fighter" , posted Sat 13 Feb 11:03
quote: I'm not too familiar with the Touho(sp?) series, but aren't those shoot-em-ups that also have a projectile-based fightin game or two as part of their in-game universe?...
I've been on a crazy Touhou kick lately! Glad it came up!
Yeah, the Touhou fighters have two projectile buttons and one attack button. You can nullify the projectiles with other projectiles or dash through them. You have a constantly refilling "endurance gauge" that goes down when you dash, block a projectile or shoot a projectile.
That's a pretty quick and dirty explanation, but I hope it sort of gets the point across. The games take a bit of getting used to, but they're quite clever, decidedly unique and give a good idea of what a more "projectile based" fighter might be like.
Interesting. I wasn't aware of the presence of this mechanic in the touhou fighters. It's funny that one of the ideas I had was a gauge that showed the level of "ink" (or pallet) your character had that would constantly refill.
Basically, I was thinking that there are three primary colour buttons. Let's say they are  & . To draw you would hold a button down and "draw" with the joystick (like Okami, except the game doesn't pause). You can make basic strokes geometry that act as "projectile normal attacks", and the size of the shape/stroke determines damage. Each colour has a the gauge/ink level that could probably only let you draw one huge circle, leaving you with a 2 sec cooldown period before even refilling. I've been contemplating on whether or not different characters should have all equally different level of primaries or some would have more of a certain kind of colour (so some characters would have to use up all three colors for them to even draw a huge shape).
Next are the predetermined sketches that act as the specials. The thing is most of the input command should be familiar, except instead of the usual  , it would now be  while then release. Certain kinds of sketches are ridable, like   ,   and   , and the effects correspond to their usual fighting game counterparts (anti-air, charge attack, etc.). Some sketches do not move or float, such as the painter girl's carousel drawing (  ) which acts a command grab. I'm wondering if this sytem makes it nice for setups.
The neat thing about this is that you can see the special being "completed" step-by-step as you do it. So for example, if the player is making the Da Vinci dude spawn one of those flying contraptions, you would see the that certain motions would cause the previous "stroke" to turn into the piece of the special, hence it would be easy for the player to asses where s/he messed up if the painting does not "connect".
As far as characters, I've come up with a few more. - A French black guy named Gaston (the Dudley) - an Italian/Sicilian sculpter (the Dan) - A street grafitti artist - Jackson Pollock-like American artist - A Japanese caligraphy artists with her shamisen-playing brother (like Adel & Rose only reversed) - A classy lady who smokes from a pipe cigarette and draws... (the "Anne Rice")
quote: The riding thing could give this a twist, I guess... I take it those projectiles would have different movement patterns when launched and when ridden? I guess the default behaviour for some nonridden would be to stay still or at least move very very slow so that character could catch up...
For some reason I'm not reminded of those stars Kirby uses to travel between stages - moves and floats a bit slowly, then speeds like hell when riding the things.
The concept now reminds me a lot of the Emperor in Dissidia as well, with all the projectile-based trap-making.
I have to admit than when I read the topic title I was thinking of something like this:
http://mugenguild.com/forumx/index.php?topic=106823.0
I've been contemplating about various projectile speeds, so I'd say some move quicker than others such as the non-ridables while of them don't even move from their spot (such as said painter girl's command grab). The usual ridable ones move pretty much the speed of a slow hadouken, and characters movement is relatively quick enough to be able to touch the projectile and activate/"ride" it. Characters can also dash by double tapping in the desired direction or pressing    <desired direction> (still contemplating for the need of a super jump as I'm thinking of minimizing too much input complexity).
If anybody has any more ideas, feel free to add. I'd like to hear some input.
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