The idea is to outmaneuver your opponent and strike when he shows an opening instead of winning in a brawl ^^I enjoy Raging Blast 2/Budokai Tenkaichi 3's melee and overall gameplay system a lot more than ESF so why not copy that one. ESF's is just dash right click dash press some arrows. Throw someone cause why not.
I guess that depends on the person. Getting that 1 kill in an intense match where you are mostly dominated by the other player feels really satisfying. Ofcourse not getting that 1 kill in is really discouraging to the player ^^My main complaint with ESF is that it doesn't feel satisfying to kill someone.
So the faster character always wins game style huh? Interesting. I have had a passion for hating the Tenkaichi Series and the Raging Blast games just felt so sickly to me. Budokai 3, Infinite World, and Burst Limit were my style. Burst limit was perfect literally.I enjoy Raging Blast 2/Budokai Tenkaichi 3's melee and overall gameplay system a lot more than ESF so why not copy that one. ESF's is just dash right click dash press some arrows. Throw someone cause why not.
It's not satisfying yet. This is a game that ultimately rewards you for constant practice. ESF probably has the highest learning curve of any game I've ever played. I can't even begin to describe how satisfying it is to beat your "rival" in a first to 10 points duel or how it feels to pull off a complicated maneuver at the flick of your wrist and have it pay off.My main complaint with ESF is that it doesn't feel satisfying to kill someone.
How is that related to the topic?Speaking of bright and cheery fanbases - if sitting back and doing nothing while watching prerendered iconic fight sequences is your thing, you should probably know they invented this cool animated series called Dragonball Z, you should check it out!
They even have technology which allows you to play and edit the specific parts you want to watch over and over! With careful planning, you and your friends could be watching the exact same experience at the same time, and feel like you're actually there! WOW! What a time to be alive...
i have massive control plan for it but for now ill keep it just a show (or partly automatic for now) after we do goku vs vegeta map and battel ill add control over it! this game going to have multiple massive combat not just button mashing and fighting, rpg, mmo ect ! oh and KYnetiK ill keep in mind what u said aboveIs that automated or does the players have any control over it?
sigh ...
Dida, use your head for once and just read between the lines.
If you're going to make a DBZ game that focuses on accurately depicting iconic fights and techniques, then you need to give the player control over it in a way that makes it an actual game and not simply forcing the player to choose between rails. You can't develop a quality game on novelty alone. Button mashing is fine so long as you have to think about what you should be mashing.
Otherwise, you are better off saving your energy and just watching the damn show. (Maybe it's just not the same masturbating to unless you can view the action from behind the character? Freud would probably agree)
This is not an easy task as a game designer, and made much more difficult when network connections are involved. Personally, I've been waiting for (and trying to design&build) an intricate, fast paced fighter within an MMO framework, for many years. I think if you can pull it off in at least a single player mode on this platform it could be very interesting. However at this stage, it seems the only structured framework you have for development is juvenile at best, and I suspect this to become just another glossy pick-your-video game to satisfy the giddy fanboys fresh off their mums teat. You know, when a chef cooks a meal, he doesn't simply grab everything that tastes good, mix it together, and expect it to taste delicious. Why? Because it doesn't work that way. But that's the approach I see you using, IMHO.