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sirlin
sirlin

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Raw Game Design podcast, Episode 6: Fantasy Strike Simple Fighting Game

We discuss the possibility of making a minimal fighting game. The design idea to create a game that's simpler than regular fighting games, but more complex than Divekick. I have access to music and 3D models to make it, though I'd still need programmers and at least one 3D graphics expert to join up, or the money to straight up hire those folks. This podcast is mostly about exploring the design concept and whether people would like it.

Comments

I've actually given this a lot of thought (Of course, I'm sure Sirlin has too) I think a fighting game, based on a card game, based on a fighting game. would. be. AWESOME! For flavor (and blocking mechanics), I would draw upon the persona FG series, and copy their 'persona bar' (The UI of cards underneath the health bar) and adapt it to yomi. As you block, you get more cards underneath your health bar. More cards = longer/more damaging auto-combos. (of course, this assumes you would even implement auto-combos)

FWIW I think the iteration of this idea that sounded the best was the one with only one normal attack button but a close and far version. With no highs and lows and everything doing the same damage, realistically if you had multiple attack buttons the only distinctions involved in picking between them would be speed vs. range anyway. Unless you wanted to give some characters only one real poke to use to make room for some kind of antiair move.


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