Potential HSDK fan-made game
Posted May 29 2012 - 03:54 PM
Background: OK the game's premise is walking around will be conducted in a pokemon-esque style, and when fights occur they will be conducted in a 2D fight based on the sega megadrives (sega genesis for you foreigner folk) version of Virtua Fighter 2 (possibly the ugliest beat em up in existence but im trying to keep it simple).
Very Brief Plot Summary: Game starts with Kenichi in his room, you head to school (bump into Miu on route) get to school and get picked on, Nijima pops up insults you for being weak and suggests you join a martial arts club (well someone has to tell you to), you enter the school and theres three school clubs Boxing, Karate, and Judo. Nijima pops up again and tells you the fighting abilities of each club (E.g. boxers are fast strikers, karatekas are stong strikers, judokas are throwers/grapplers) whichever club you join will decide your basic stats (not decided the stat system yet). After that no matter which club you've joined someone will start to pick on you and tell you your weak and you have to fight them later, so you leave the club and go find someone to train you, theres two options go to Miu who takes you to ryozanpaku where you can originally be trained by Koetsuji and Ma in jujutsu and baguazhang (or a mixed chinese kenpo, I haven't decided yet) or go talk to Takeda and Ukita and be taught boxing and judo. From then on at certain points in the plot you will be granted access to other teachers etc and get to level up learning more moves in the process basic rpg stuff.
My first problem is from a plot point of view - In the manga Kenichi is taught the bagua steps by Miu then beats Daimonji, then is taught mainly by Koetsuji and a little by Ma and loses to Tsukuba, then he's taught by Sasaki as well as those two and beats Tsukuba, then hes taught by Apachai as well to get ready for Takeda. I want to keep true to the manga in some respects but having all four teachers accessible in four fights wouldn't make for a good game. So how do I pace it out?
Second problem is also with plot for the "Nega" Kenichi which is trained by Takeda and Ukita I need an overall plot for what he can get upto. I assume most fights will be the same and he'll be challenging ragnarok to get strong and to climb the leadership ladder but he also has a problem with how to go about gaining teachers.
Currently I see the teachers like this
Ma (Bagua) + Akisame (Jujutsu) = Takeda (Boxing) + Ukita (Judo)
Sasaki (Karate) = Kisara (Tae Kwon Do)
Ma (Xingyi) = Tanimoto (Pigua)
Apachai (Muay Thai) = Tanimoto (Baji)
Ma (Taichi) = Thor (Sumo)
Extra
Shigure (Katana) = Freya (Staff)
Also any ideas for pick ups which would suit? It's not really an RPG if you don't need to find or buy anything. I figure different size band-aids to regain health, and calling into Akisame's/Ma's clinics for healing.
Final thing is for some of the martial arts it's hard to find decent sources for techniques anyone who knows of any good ones for jujutsu, bajiquan, xingyiquan, piguaquan or baguazhang it would be helpful.
I'm not really very good at explaining things so sorry if it's abit difficult to understand, anyone want to talk game mechanics, plot ideas, even just ideas for enemies which should be added. Just let me know. Thanks.
Posted May 29 2012 - 05:18 PM
Posted May 29 2012 - 05:41 PM
Posted October 12 2012 - 04:02 PM
Posted October 12 2012 - 05:17 PM
Man, this sounds really cool.
You haven't given up on it have you?
No but I have a ton of actual work to do, so it's not progressed at all. Once I get this pesky dissertation out of the way I'll get properly started from scratch (my virtua fighter and pokemon robbed sprites are abit painful to look at). It's not just the programming and the sprites that'll take time it's the designing of the map, lately I've been trying to think of all the revelant places where things have occured. The school (including classrooms, roof, sport clubs, and yard), the docks for the Siegfied fight, Kenichi's house, Ryozanpaku, Thor's pit fighting place, the underground fight arena, the secluded ogre dojo, the Shinpaku building, the church for the Loki fight and loads more and obviously you don't want everything close together so you need to throw in some random buildings but it's hard to gauge how far apart it should all go because you don't want to make people walk around aimlessly for hours. I really have to stop playing around with other things in my free time and get some done on it or it's going to take forever. Sigh.
Posted October 13 2012 - 06:34 PM
Posted October 15 2012 - 11:05 AM
It's really cool to hear how many things you're taking into account though. I'm really excited to see this one day.
Oh you really shouldn't go getting your hopes up. Here to bring it back down to earth heres a screen capture I took of my first collision test (checking he stops when he hits something) when I was messing with the idea first time round. Kenichi is also very small at this point for some reason, he grew later on (and the crazy size flowers shrunk) never did get chance to change the serial killer writing though.
Posted November 15 2012 - 07:29 PM
1st up Boxing, these are the basic moves I'm going to work on spriting up first I may add a few others if I think i need them. I figure boxing will have the smallest moveset, which will have the advantage of learning it's more powerful moves faster but gives you fewer options.
Jab = Mid Range
Straight = Mid Range
Hook = Close Range
Uppercut = Close Range
Jumping Hook = Mid Range, Aerial
Jumping Straight = Long Range, Aerial
Frog Jump Uppercut & Jumping Uppercut without crouch = Close Range, Aerial
The moves will differ in terms of speed to execute, power, how far it knocks your opponent away from you, and how likely it is to knock your opponent down, so even if the range is the same I'm trying to make sure all moves have a purpose.
Boxers will also have the ability to clinch when up close, in the clinch you will be able to hook and uppercut, or change into a different style (if you choose another style with a hold move like judo you'll still be holding the opponent).
I'm also trying to work out how to portray judo, any judokas in fighting games like Goh in virtua fighter tend to still have loads of strikes and I know that judo does have strikes in its forms but if I do that in a game this simple it'll be too similar to jujutsu and won't force people to switch between styles but if I go completely with grappling it'll be both difficult to use and end up like most fighting games where it doesnt matter which throw you do because they are pretty much the same.
So I was thinking of having some of the judo techniques only work as specific counters. For example your opponent uses a straight punch and if you time it right you can perform a shoulder throw. If they kick, you can reap your opponents standing leg. Anyone got any opinions on this?
Posted November 16 2012 - 10:31 AM
Posted November 30 2012 - 02:31 PM
Same here.All I can say is that I appreciate the amount of thought you have to put into this. I really don't know what to say to make it a good game though. D: I suck at these things.
Posted December 01 2012 - 05:55 PM
Posted December 02 2012 - 04:26 PM
Interesting... counters but it would still be nice to have a couple of offense attacks; like hip and shoulder throws to stay true to judo as a martial art but do what you can. Good Luck Either WayOh just an update on this, I'll officially be starting it at the end of next month but as I work out what moves I want to give each style I thought I'd put them on here.
1st up Boxing, these are the basic moves I'm going to work on spriting up first I may add a few others if I think i need them. I figure boxing will have the smallest moveset, which will have the advantage of learning it's more powerful moves faster but gives you fewer options.
Jab = Mid Range
Straight = Mid Range
Hook = Close Range
Uppercut = Close Range
Jumping Hook = Mid Range, Aerial
Jumping Straight = Long Range, Aerial
Frog Jump Uppercut & Jumping Uppercut without crouch = Close Range, Aerial
The moves will differ in terms of speed to execute, power, how far it knocks your opponent away from you, and how likely it is to knock your opponent down, so even if the range is the same I'm trying to make sure all moves have a purpose.
Boxers will also have the ability to clinch when up close, in the clinch you will be able to hook and uppercut, or change into a different style (if you choose another style with a hold move like judo you'll still be holding the opponent).
I'm also trying to work out how to portray judo, any judokas in fighting games like Goh in virtua fighter tend to still have loads of strikes and I know that judo does have strikes in its forms but if I do that in a game this simple it'll be too similar to jujutsu and won't force people to switch between styles but if I go completely with grappling it'll be both difficult to use and end up like most fighting games where it doesnt matter which throw you do because they are pretty much the same.
So I was thinking of having some of the judo techniques only work as specific counters. For example your opponent uses a straight punch and if you time it right you can perform a shoulder throw. If they kick, you can reap your opponents standing leg. Anyone got any opinions on this?
Posted December 03 2012 - 04:42 AM
Hey are there going to be special moves for each character? I want to Mubyoshi it up.
You see I thought about this, I don't want the made up moves from the manga to affect the styles too much though. I may add them in as extras which you can collect in the form of books though (A finishing move even a monkey can make Vol.1 etc).
Interesting... counters but it would still be nice to have a couple of offense attacks; like hip and shoulder throws to stay true to judo as a martial art but do what you can. Good Luck Either Way
Yeah that's what I thinking.
Thanks for the input guys!
Posted December 03 2012 - 11:42 AM
How far will the plot go?
That'll depend on when I get bored of it and on how long it takes me. I'll aim first to do a reasonable version of the ragnarok saga.
Posted December 03 2012 - 05:12 PM
Posted December 04 2012 - 06:44 AM
If you finish it how will we be able to play it? I know you have a lot to still do but wondering...
I'll probably be using a free game engine (I haven't decided which one yet but going to look at construct http://www.moddb.com/engines/construct). As far as I know you'd need to download the same game engine and my game file which i'd put online somewhere or send by email if it gets to the stage where I think it's good enough, but that also means people would be able to make their own changes and improve it however they see fit.
Posted December 04 2012 - 01:48 PM
That sounds like a good idea and that way we can have any rout or ending we like.I'll probably be using a free game engine (I haven't decided which one yet but going to look at construct http://www.moddb.com/engines/construct). As far as I know you'd need to download the same game engine and my game file which i'd put online somewhere or send by email if it gets to the stage where I think it's good enough, but that also means people would be able to make their own changes and improve it however they see fit.


