XaiJu
sirlin
sirlin

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Fantasy Strike fighting game

Hey everyone, I mentioned an idea for a simple fighting game several months ago, here: https://www.patreon.com/posts/1513632


I'd like to start making that. If we can get more patrons, maybe double of what we have now, I can actually start development of that. It of course costs massively more than that to make a game, but if I can just get a bit of help I think it's doable to get it started. In any case, I will continue on with Codex and the $25+ backers will continue to get all the gameplay updates for it! I will also continue to plan the online version of Codex, even though that'll still be a while. But wouldn't it be fantastic to have an approachable fighting game in the works too??


See if you can get more people to join and we can get it going. I'd be able to make behind the scenes podcasts about the development and give early builds here too.

Comments

Sounds awesome ^^

Grimmalkin Hiestand

Super meter system not yet determined, but yes there is one. CMB is limited by that. I already listed the buttons for the game in the podcast. left/right. jump/normal/special. Throw is left or right + normal. super is normal + special. hold back to block. There are way fewer moves than you are thinking. All "cards" will not be represented and it never even occurred to me to attempt that. This is not a literal translation of the Yomi card game. It's a minimal fighting game with the same characters as the Yomi card game. Normal attack combos into special for most characters, and you can combo a jump-in to ground stuff. There are not a bunch of extra combo-only moves like you're saying. Instead, like in SF2, your initial attack just does a lot of damage so you don't have to bother with longer combos.

How minimalistic will this become? Will all cards for all characters be represented? Will there be combos? Will there be meter? Divekick has meter, and there is also a form of meter mechanic in the Yomi card game. Or, will there be access to Rook CMB or Maximum Anarchy from the first second of the game? I know you probably already have quite the few details on how you want to do your stuff, but I'll throw a suggestion out there anyway. 1. 3 button system. - 1 dodge button, 1 attack button, 1 throw button. - pressing the attack button and the throw button will access the fastest normal attack or throw that character has - Special attacks/throws accessed by pressing either down+A, back+A, forward+A (or T for throws) - Super attacks accessed by pressing Attack and Throw at the same time. - Block is just holding back. 2. Combos Pressing the attack button repeatedly, and have the same combo point system as the card game (Grave would be able to press attack 4 times, Rook 3 times ect) - Only goes into a combo if the first attack hits (following the card game rules for starting a combo). If the first attack does not hit, the normal will just whiff and have recovery as a normal fighting game. Characters can access special linkers/enders by pressing the corresponding special attack (either back, down or forward) at any time in the combo to get it.

Grimmalkin Hiestand


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