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Well, I want more Game Critique...


Resident Fascist

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Ok, so the brief storyline goes like this. People are scared of the Machinations, which are Giant-Weapon Robots that attack humans for no reason except to have fun, and so people created an anti-Machination defence thingi, and the protaganist(Ayr) and his Rival and/or Friend(Eriya) Join it because their city was wrecked by Machinations when they where younger. And Humans developed Soul Blazes, a System Designed to Fight the Machinations Directly, some people get them geneticially, where as others are given them.

As far as gameplay mechanics go, it's a 2D Fighter, you have 4 Attack buttons and one Utility Button. The attack buttons are Light, Medium, Heavy, Soul and the Utility button is known as Stance. Everytime you attack successfully, get hit or perform any type of block you gain meter. With 25 Percent, you can perform a Quick Dodge/Cancel ability that can be used to cancel dashes and jumps into a second dash and or Air Warp. With 50%, You can perform a Super, which is known as a Soul Barrage in game. With 75%, You can perform a DBZ-Style Rush down attack that has a flashy cutscene! With 100%, You can activate your character's Soul Blaze, which is basicially like a Super Form, and each character has their own Soul Blaze Theme, but you can turn it off. Yep, I already named all the songs, like the OCD person I am. In Soul Blaze, your character gets an aura and can dash around on the ground much faster. A soul blaze can be broken out of if the character takes too much damage or has no meter. While you have been in Soul Blaze for atleast 30 Seconds and have 100% Meter, you can perform your Character's Ultimate Attack, which is called a Soul Shatter in game. They will automaticially have the effect of breaking Soul Blazes when they connect, but will usually KO the opponent.

That's essentially the basics of the engine, there's a lot more to it, such as fast Jump cancels, Soul Cancels, Quick Guards etc. I'll go into detail if you want.

I just want critique, and I'n willing to go into detail with different stuff if anyone wants me too. Call it pre-emptive, but I already planned out the Ayr vs Eriya theme... because I'm pro.

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I'd suggest you go elsewhere for help. I only managed to get help on YCM for art and proofreading, the better story writers and gameplay designers who would be able to critique those ideas of yours would be elsewhere. Likewise, you'd need to ask for opinions for the gameplay and story at separate places.

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Will disappear into the endless sea of 2D fighters. The gimmicks aren't helping either, as that's just making it even more generic.

You're trying out a genre that's ridiculously overdone. Not to mention the storyline's rather clichéd.

What platform would you even plan it for?

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[quote name='burnpsy' timestamp='1326328695' post='5760273']
I'd suggest you go elsewhere for help. I only managed to get help on YCM for art and proofreading, the better story writers and gameplay designers who would be able to critique those ideas of yours would be elsewhere. Likewise, you'd need to ask for opinions for the gameplay and story at separate places.
[/quote]

Yea, gonna try R3(RPG RPG Revolution) sometime. The story is sorta cliche, I know... But if I where to post the entire story it wouldn't seem cliche, but it's hella long. And yes, I mean the entire script. All 300 Pages of it.

@.Rai: Isn't everything overdone now? Well except maybe cooking games...

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Cursed, you have to look at things from the perspective of what's oversaturated in indie. 2D Platformers and Visual Novels are both oversaturated in indie games, so I made a 3D Platformer with VN elements and a story that's the focus of the design, which makes me stand out.

But, that said, I agree with you that 2D fighters are also rather saturated in indie, but not nearly to the extent of platformers. It's a downside to the fact that they're really, really easy to code.

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[quote name='burnpsy' timestamp='1326329170' post='5760294']
Cursed, you have to look at things from the perspective of what's oversaturated in indie. 2D Platformers and Visual Novels are both oversaturated in indie games, so I made a 3D Platformer with VN elements and a story that's the focus of the design, which makes me stand out.

But, that said, I agree with you that 2D fighters are also rather saturated in indie, but not nearly to the extent of platformers. It's a downside to the fact that they're really, really easy to code.
[/quote]

Hmm, definitely true. I think it's partially to do with the fact that the 2D fighter market is a very hard one to break as a lot of major game companies own that market. Especially if you're an indie developer.

[quote name='Order-Sol' timestamp='1326329225' post='5760296']


Well yes, but isn't making a good game the whole idea?
[/quote]

Difference between good and, hmm, very good, shall we say?

Like, massive difference unfortunately.

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[quote name='.Rai' timestamp='1326329429' post='5760305']
Like, massive difference unfortunately.
[/quote]

Yes, unfortunately. On the topic of popularity, I'm sorta worrying about making it too hard to be good at. Like, Guilty Gear hard. It's a reason why GG is sorta niche, not many people can actually play it on a very high level, which is why BB is more popular. It's still pretty 'core' compared to SF(lol random pokes) but it's so popular because you can learn it to a tournement level in like 6 months.

I was thinking more something like as a general rule...

Every character has a good Core,B&B Combo that most people can learn. Then there's the combos for the Mains, then there's combos for the pro mains etc. Yes, I like dial-a-combo. And 4 Buttons instead of 8. Mainly because I'm an ArcSys fan. But then again, it's either capcom, SNK or ArcSys for most people and there's just one you like the most. Yea, when I play SF I'm like "da fack!? 8 Buttons?! Da fack!? No air dash?" Because I'm an ArcSys fan. To be honest, Most people seem to perfer Dial-a-combo and 4 buttons over ... What's Capcom's game style called again? But yea, 4 buttons is certianly a lot simpler and saves unneeded hastle. It took me a month to learn which button is which in SF4. Laugh at me. And I still don't understand that game because it makes no sense.

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[quote name='Order-Sol' timestamp='1326329635' post='5760317']


Yes, unfortunately. On the topic of popularity, I'm sorta worrying about making it too hard to be good at. Like, Guilty Gear hard. It's a reason why GG is sorta niche, not many people can actually play it on a very high level, which is why BB is more popular. It's still pretty 'core' compared to SF(lol random pokes) but it's so popular because you can learn it to a tournement level in like 6 months.
[/quote]

Basically. Appealing to the 'hardcore' market is hard. Best choice here is to make it deceivingly easy, but at the same time, hilariously complex for the 'pros'. It's how a lot of games have gone, and it works well.

But take it to the extreme, if you want it to be popular. Just hide tons of stuff for the pros.

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[quote name='.Rai' timestamp='1326329786' post='5760321']
Basically. Appealing to the 'hardcore' market is hard. Best choice here is to make it deceivingly easy, but at the same time, hilariously complex for the 'pros'. It's how a lot of games have gone, and it works well.

But take it to the extreme, if you want it to be popular. Just hide tons of stuff for the pros.
[/quote]

Yea. That's how BB and GG do it. I've played against friends who know nothing about BB and they're still ok because of the way the base system works.

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[quote name='burnpsy' timestamp='1326330655' post='5760345']
Something I should note, Cursed, is that what the big companies do is irrelevant unless you're an indie title that makes it big like Portal, Minecraft, or Cave Story. The price range is normally too different to overlap ($1-10 VS $40-60)
[/quote]

So I'm guessing indie developers hardly even need to worry about big companies, I guess?

Especially as bigger companies usually stay away from PC platforms to go for console gamers.

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[quote name='.Rai' timestamp='1326330845' post='5760359']
So I'm guessing indie developers hardly even need to worry about big companies, I guess?

Especially as bigger companies usually stay away from PC platforms to go for console gamers.
[/quote]

Except the keyboard is garbage for fighters, which worries me....

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I would say they don't worry about what big companies do, but the overlap is really small. I mean there are companies working on iOS, Android and PC with similar price ranges, so there are indeed competitors. Just that there being a lot of 2D fighters doesn't necessarily count him out.

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[quote name='burnpsy' timestamp='1326331882' post='5760408']
You can't easily target PSN as an indie developer, you have to meet their tough restrictions. XBLIG, however, is much looser, so you can easily start there.

That said, that's inconvenient for you since you only have a PS3. Hmm...
[/quote]

I'd get a X360 if I have to.

Btw, does anyone have a list on PEGI ratings and what gets you what? KOF13,BB,GG are all 12+ which I was aiming for tbh, but then again rating doesn't matter much, tbh

Typical Sony.

I really should get to work on ze script more often and proof-read it. And some of the gag endings are pokes at other games and animes, and other related pop culture.

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[quote name='burnpsy' timestamp='1326332381' post='5760434']
Indie developers do not need to get their works rated unless you're aiming for certain channels. Luckily so, since ratings are expensive.

BTW, why not just get creative with keyboard controls? Innovation might get you fans.
[/quote]

yea. Maybe a keyboard, PC Joystick or Game pad option?
Control the PC keyboard with idk, letter combinations? Like ZXC does one special, and JKL does another etc. It seems easy to control with two hands, which you're supposed to play a game with. I thought Indie games had to get rated too lol.

the only problem with that...


There's this 1 character who uses a bow. Her movelist is complicated as hell. There arn't NEARLY enough buttons on the keyboard(She has 7 Versions of 1 Special. Aimed Shot Low, Low Forward, Forward, Forward Up, Up, Back, Air) . hmm....

You could idk, press a button while she pulls back the bow to determine it's Trajectory...?

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[quote name='burnpsy' timestamp='1326333115' post='5760463']
Mouse to aim. That's what I did back when TATW was gonna be 2D. I made a button bring up a targeting system, and clicked to shoot.
[/quote]

Hmm. Yea that seems pretty good. Oh yea, there's 30 Characters.

On the topic of characters, there's a boss(sub-boss) which is a Copy of the Protaganist, like Robo-Ky. idk if I should include him or not. By Copy I mean he's a Machination of him. He fights differently, so why not?

Which means I need to create another character because I want an even number.

Hmm...

Oh and the story is sorta really sad, is that a problem?

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