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HSDK Video Game(?)


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makenker

Posted August 27 2016 - 04:07 PM

After commissioning the Shigure sprite from riklaionel http://riklaionel.deviantart.com I began wondering ...

 

Why not make a simple/short HSDK video game with sprites (like a side-scroller or beat-em-up)?

 

This is a fan group, so why not show our love for the series with a video game?

 

Hyper DBZ is an extremely impressive fan project


I'm not suggesting anything that would take ages to develop, just something short & sweet.

 

How long should it be? Who should be in it? Who do we work with? What software do we use?

 

If anyone else is interested, please feel free to share.

 


Berrick

Posted October 01 2016 - 04:18 PM

I like the art and style for that DBZ game. If we were to do a beat em up, I think the Ragnarok arc would be perfect because of the gang's many lackeys. I wasn't sure on software so I looked it up:

 

 https://www.reddit.c...eat_em_up_game/

 

 

The Beats of Rage engine, seems pretty good considering that it's completely customizable.

 

What do you think the moves should be for Kenichi? Should Mubyoshi be a super move or a special move? What about Seikuken? Should it be a counter type move? maybe it should be a move that creates that knocks the opponent back while doing damage?  Should Kenichi strongest combo's be his regular moveset?



makenker

Posted October 02 2016 - 08:33 AM

Thanks for sharing.

Mubyoshi should be a special move.

Seikuken should work like the parry mechanic is Street Fighter 3.

Kenichi's moveset would borrow from Ryu & Sagat.



Berrick

Posted October 13 2016 - 06:59 PM

Do you come up with any new ideas for the game? Will there be another playable character other than Kenichi? Maybe Miu can be a hidden character. 



makenker

Posted October 16 2016 - 12:47 PM

Miu could also be a playable character



citizen_lion

Posted October 19 2016 - 04:01 PM

If the engine support it, I highly suggest implementing the block as "press the dodge button and one directional button, either up forward, back, or down", this way blocking an attack is not jsut pressing back at all time, but actually requires timing, reflex, and some tactics (since when you block you can't attack, or even move).

 

Block + up: blocking your face

Block + down: small jump (more like just lifting your legs quickly) to block/dodge low kicks

Block + forward: center of mass block

Block + back: small back jump, dodge all three directions but put yourself in a disadvantageous position if the opponent rushes you.

 

It slows down the gameplay, yes, but it would also make this a somewhat realistic martial arts fighting game.

 

And most of all, there will be no need to implement the seikuken as a special move, because it would literally be an ability that the player develops over time... reading the motion of the sprites and block in the correct direction at the last split second.

 

Another bonus is that you can just implement Myubioshi as a a normal center of mass punch with a different animation, but the only difference is that the animation starts from a neutral position so you can't anticipate it and must react after the fact (so the best strategy is to just jump back, Sieg style, to maximize the chance that you get out of the punch's range). So there's no special logic to it at all but the hard to dodge quality of it is there naturally.


Edited by citizen_lion, October 19 2016 - 04:10 PM.


makenker

Posted October 23 2016 - 07:51 PM

these are good ideas.

If I do start on this, it will only be after 'Mikumo v Shigure: Dawn of Ecchi'




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