3 Things you LOVE and HATE about most 2D fighting games.

Brok_Homz

[09] Warrior
Hi yall :)

I am in the process of working on a 2D fighting game right now.
It is tentatively called "HIGHSCHOOL BRAWLS". It takes place at school locations but the storyline goes deeper and darker. Think of it as a prequel (like SF Alpha) for an undeveloped storyline.

Just curious on what you love and hate about most games in this genre. To help us best develop the game to the desires of the market!


If your interested in more about this project, send me an email brokhomz@gmail.com

-Wade
 
Likes:
-space control
-zoning
-runaway as a viable/legit tactic

Hates:
-comeback mechanics
-comeback mechanics
-comeback mechanics
 
That's very ambitious of you.

I'd suggest flashy super attacks and combos that don't take hours of banging your head against a wall to learn.

I know. I'm very helpful. But seriously, that is a cool idea. Good luck with it!
 
Thanks alot for the feedback!

How important is the music soundtrack and voice acting?

And does a good storyline keep you emotional connected to the series, or do you just basically enjoy the fighting part of it?
Another words how far in depth do you like STORY MODE?


Is online a make or break deal?
Do you like leaderboard stuff ?


What do you like about the MAIN CHARACTER and the BOSS?



....once this game is more developed I think I am going to have a website for this with vlogs and updates and whatnot!
 
I love it when a fighting game developer goes the extra mile in character development and storyline. It's not necessary for me to enjoy the game, but it definitely doesn't hurt.

Good voice acting that captures a character's personality is a very good thing. They make your characters a lot more interesting. Which is definitely important for a fighter. Of course look+fighting style are even more important.

A good soundtrack never hurts. I honestly often play my own music while playing a game, but it's always nice to have the option of listening to and enjoying the soundtrack while playing.

Online would also be a good thing... How serious are you about this? I would say I could get a lot of enjoyment out of an offline only game if it's well made and I've got others willing to play it with me. A good story mode and bonus modes are worth their weight in gold if there isn't online. Leaderboard stuff, eh, I don't really care. I'd like to get a high score, of course, but it's not really a selling point for me.
 
after playing Mortal Kombat for a while when it came out, it made me realize how important having a good online/netcode is to me. since i don't have time to go to offline events, i spend most of my game time online.
 
I love how people (aside from me an Idle) aren't really posting anything related to 2D fighting games.
Is online a make or break deal?
If you aren't going to implement GGPO style netcode online, then you might as well not implement online at all. Anything else doesn't really work well with 2D fighting games.
 
Love:
Emphasis on good reads/baiting
Variety of character playstyles
How a game's given system can completely change how characters are played across games

Hate:
Game developers who think giving a character with no tools a lot of life makes them viable
Comeback mechanics
When a game wastes too much development time on story, which is ultimately unimportant, while leaving crucial features out of Training and Vs modes (this is for all fighters, actually)
 
To the list of things I like:
-Vertical movement. Super jumps, double and triple jumps, flight.
-Chip damage. I love how you can kill a guy if they block too much.
 
My 2cents on 2d fighters.

-Fluid mechanics, it needs to have some type of pace or rhythm to it.

-Diversity of play, characters with difference styles and things that make them unique compared to the next character. People end up identifying with certain characters for whatever reason when you have enough of them that are different. Some people want to play big strong dudes and some people want to play small school girls.

-Having multiple fighting game mechanic options, like in soul calibur, you can parry, JG, block, sidestep, auto gi, backdash, jump, and interupt. Allowing characters to get around certain things that would be mindless lock-down otherwise. Having multiple options also makes the game more rewarding because a right read on an opponent ends up giving a lot of reward.

-The graphics don't have to be amazing, but they need to make sense and not look sloppy. Like a minimalist game can look amazing, there are graphics of games from SNES that still look amazing today.

-Music generally is just background music, done well it can add a whole lot to a game though.

-The fighting game system just needs to make sense, like you are incrementally working on defeating the opponent. People want to know why they won. Random deaths and weird mechanics that instantly kill and opponent are generally unwanted. Exceptions are games like Marvel where there are multiple characters.

-Keep the storyline simple and straight to the point. One's that are over ambitious never seem to work when it comes to fighting games lol.

P.S. Let us know when you finish, I would be interested in playing it.
 
Man I have alot to learn!!! You guys are great! Giving me stuff to research :P

Do you have an emotional attachment to any games? Like for me, I love Street Fighter alot. The storyline never gets old. And I absolutely love playing as Ken.... do you guys look for that? Or just play fighting games for the fun of it?

Anotherwords, if you liked the game, would you be one to buy merch like shirts and toys and soundtrack and artbooks for it? or not?



KEEP THE INFO COMING! THIS IS GREAT :)
 
More often than not, emotional attachment comes from playing a game long enough with other people.
 
It's the little things which make the game emotionally accessable for people, really. A key example:

Ryu and Ken's fist bump pre-fight special animation in SF3 3S
Specific match quotes between characters post fight.
Specific banter during fights (Mitsu B+G throwing A.Pat in SC5).
The way Dan does a super fireball and falls over afterwords because it fits his WELL ESTABLISHED character.

Here is the thing about fighting game development: Treat all of your non-gameplay elements as something that is a carnival barker. Treat it as the bait in a bait and switch. The more people you get to play the game in depth, the more the game has a lasting core community of people who will keep the fire alive and keep the game in the public eye long after the fair-weather casual fans have fled.

Good luck with this, I've been down the road you are on. It's easy to get distracted with the grandiose visions of one's ideas, but just remember: nobody starts off as in love with your idea as you are. So you have to work from that point onward.
 
Like: Relatively small movelists, quality character designs (not exclusive to 2d and definitely not present in all), ease of access.
Dislikes: Obnoxiously long combos/loops, senseless execution barriers, lopsided matchups.
 
hates:

comeback mechanics
grapple invincibility frames
OP boss characters

Likes:

variety of characters
gameplay (like blazblue or MvC3)
da fancy, neat combos
 
Love
-Large damage across the board(Sorry. I don't have all day to play "lets out guess each other". Lets do damage, when I actually hit you and let's get the show on the road.)

-Multiple Uses of Large Meter (Defense and Offensive options like evasions, parrys, bursts, cancels, EX moves, Supers and the ability to mix them up, so long as you have the meter to do so.)

-Good online Netcode (GGPO)

Hate
-Lopsided Matches(they're not fun. they discourage 1 character heroes and encourage counter-picking. I should want to learn another character cause I want to, not cause my main sucks against that character)

-Comeback Mechanics (Like X Factor or Ultras. If you give enough tools. Shouldn't need garbage like them)

-Lack of focus on the core FGC features (Poor Training Modes(features), no saving replays, unnecessary character unlocking, lack of quick button set up at character select screen, crappy netcodes, lack of in-game movelists*cough*, frame data and hit boxes not viewable in the game, lack of a real tutorial that actually would educate one to play the game and the characters)
 
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