View Full Version : New game, I want your input!
THEDeliriumTrigger
01-08-2009, 06:22 PM
Hey, in my other thread, i was asking for anyone who would want to join me in making an app. Well im getting things going, and now i want to know: what features do you want? This will be a stickfighting game, so keep that in mind. Other than that, post what you would want! Ill include a poll of features already requested often, but feel free to post too! Vote for any and all you would like!
Altrez
01-08-2009, 06:35 PM
Hey :) I sent you a PM. I am working on a Stick Fighter as well. I have started coding the main menu and controls already. I also have some great things planned.
-Altrez
THEDeliriumTrigger
01-08-2009, 07:08 PM
Awesome, sounds like a good start! Anyone else have input?
ktfright
01-08-2009, 07:32 PM
I'm also a rapper, and I make beats, so if you want original music or a soundtrack, I'm game
Checkout www.myspace.com/ktfright:cool:
THEDeliriumTrigger
01-08-2009, 07:43 PM
Dude, email me! Why did you not mention this, jeez! Awesome work!
brewstermax
01-08-2009, 08:24 PM
I'm also a rapper, and I make beats, so if you want original music or a soundtrack, I'm game
Checkout www.myspace.com/ktfright:cool:
I like the music. Is your stuff on iTunes? If not, could you send me some of that? It is great :D.
THEDeliriumTrigger
01-08-2009, 08:41 PM
So i see people arent really voting for the d-pad feature, why is that so? Any other control suggestions?
And just for the purposes of explaining myself, i was thinking maybe having the controls similar to Super Smash Brothers? Just a thought.
Sainter
01-09-2009, 03:43 AM
So i see people arent really voting for the d-pad feature, why is that so? Any other control suggestions?
And just for the purposes of explaining myself, i was thinking maybe having the controls similar to Super Smash Brothers? Just a thought.
D Pad takes up the screen.. People hated it on Crystal Defenders.
mehware
01-09-2009, 04:21 AM
Is this stick figure fighting? It would be cool if you did this using 3D models and ragdolls but still did the fighting in one screen in 2D. With the right art it could look cartoon shaded. If you want to check out a ragdoll example go to http://www.potatocows.com/ - he did it with the Unity3D engine for iPhone.
- Matt
Rather than D-Pad, make it similar to ragdoll kungfu (from steam)
Use your finger to drag the person's fists and feet towards the opponent to perform attacks
T5qGO8hBrOk
ktfright
01-09-2009, 06:38 PM
I thought a dpad would work. I mean I like this ragdoll Kung fu, but I want that ol' school fightin'.
istopmotion
01-09-2009, 08:46 PM
A d-pad needs to be done correctly otherwise it can turn people away from the game.
For example. The only reason I have not bought Crystal Defenders is because of the enormous ugly dpad at the bottom.
If you plan on using one, I suggest making it more like a joystick like Hero of Sparta. That one is very nice looking as well :)
THEDeliriumTrigger
01-09-2009, 08:48 PM
I like the joystick idea, but i was thinkin a dpad like real soccer 09, very out of the way.
VirtualPool
01-10-2009, 12:31 AM
Have the D-Pad be an alpha-blend overlay that gets progressively lighter (ie; it fades away). The player can learn where to tap and not need to see the D-Pad. As always, have a setting that always enables or disables the display of the D-Pad. Once the player knows where the control is, no reason to have it on the screen.
THEDeliriumTrigger
01-10-2009, 12:35 AM
Thats a good idea! And do you really? Am i missing something, or did i just not see it?
ktfright
01-10-2009, 12:35 AM
That seems like a good idea, but I kinda need to see how that looks.
When u have the time, see this stick movie made in flash. It on YouTube. Just type in "ghost fight". It is literally the best stick movie ever!!! It might give us some ideas.
The reason I posted that Ragdoll Kungfu video was because I think the controls could be translated well to the iPhone.
I think all good games developed on the iphone should use its unique hardware properties such as accelerometer, multitouch, and swiping.
For example, Rolando could have had a dpad, and a separate button to jump. Instead, it uses the accelerometer to move, and to jump, you can swipe up, from anywhere on the screen. Why should there be a button to jump, if it makes it a lot easier to swipe from any point?
Consider if someone made a Super Mario Bros port. They could mock up a NES controller on-screen. A smarter developer would take advantage of the iPhone and use controls similar to Rolando.
Need to think out of the box! Perhaps we could tap the areas of the opponents body to strike at that particular point?
THEDeliriumTrigger
01-10-2009, 08:28 PM
I actually have come up with another method that will probably stick, and uses buttons, touch, and accelerometer, but is very simple. Thanks though! You got me thinking, and it paid off!
Also, check out the controls for dropship! A dpad appears from any position
arkanigon
01-11-2009, 12:20 AM
This is a great thread. A have a question for you guys... can you talk a little about how important local wifi multiplayer is to you? Do you have friends and family that also have iphones or ipod touches... where you meet in the same place to play?
I'm just skeptical about how much this feature would be used... Remember, I'm not talking about online play here... but just local wifi multiplayer.
Thanks.
THEDeliriumTrigger
01-11-2009, 02:13 AM
Also, check out the controls for dropship! A dpad appears from any position
Yup, i was thinkin somethin like that..... youll all see when its done! :p
This is a great thread. A have a question for you guys... can you talk a little about how important local wifi multiplayer is to you? Do you have friends and family that also have iphones or ipod touches... where you meet in the same place to play?
I'm just skeptical about how much this feature would be used... Remember, I'm not talking about online play here... but just local wifi multiplayer.
Thanks.
Local wifi and its usefulness depends on the game your playing. Ex: Monopoly- bad. You could just play it on a board! Sports/Racing titles- good. Assuming you dont have the console version, which, at this point in itouch gaming, is very unlikley.
BulletDev
01-11-2009, 03:01 AM
Sounds great guys. So this is sort of a "Super Smash Bros" type game? If so, then I'm buying :)
I don't want to be the negative one, but have you had a good look at learning the programming language, or using Unity (I'm not sure if it's any good for 2D...)
Couldn't movement in a 2D fighter be controlled with accelerometor left/right tilt, like in Rolando? Then you could use similar upward swipes for jumps? Maybe downwards swipes to duck?
As for fighting moves: maybe some gestures for attacks/combos? Or as someone suggested tapping areas of opponents you want to hit, but not sure how accurate this would be? Also the speed of combos would need consideration. I think i would prefer a system similar to the ideas in Rag Doll Kung Fu. Maybe just gestures (think of the Force Unleashed attack gestures) for special attacks like Fireballs?
With any of these systems, you will probably need to control the speed of the fights. I think these methods will be slower than traditional button based controllers, so slow the fights accordingly.
THEDeliriumTrigger
01-11-2009, 11:54 AM
Sounds great guys. So this is sort of a "Super Smash Bros" type game? If so, then I'm buying :)
I don't want to be the negative one, but have you had a good look at learning the programming language, or using Unity (I'm not sure if it's any good for 2D...)
YES! But with stick figures fighting kung fu! And it will be 2d, although im not going to be doing the programming...
Couldn't movement in a 2D fighter be controlled with accelerometor left/right tilt, like in Rolando? Then you could use similar upward swipes for jumps? Maybe downwards swipes to duck?
As for fighting moves: maybe some gestures for attacks/combos? Or as someone suggested tapping areas of opponents you want to hit, but not sure how accurate this would be? Also the speed of combos would need consideration. I think i would prefer a system similar to the ideas in Rag Doll Kung Fu. Maybe just gestures (think of the Force Unleashed attack gestures) for special attacks like Fireballs?
With any of these systems, you will probably need to control the speed of the fights. I think these methods will be slower than traditional button based controllers, so slow the fights accordingly.
Damn all you guys! Youve figured me out! And i thought i had something special.... :(
Well, i might as well tell you now! EDIT: This is not a screen from the game, i just got the pic off the web for demonstration purposes.
http://i459.photobucket.com/albums/qq315/ccv1432113/Stickcontrolidea.jpg
Ok, so you have the A and B buttons in the corner, and the red arrows on the other side. The red arrows wouldnt be visible, but it shows how (and the general area) you would slide your fingers. For example, while holding the A button, slide your finger left, and your guy punches the other guy in the gut. Slide right while holding A, and he punches him in the face. Mabye holding A and sliding (your finger, in any direction) could be punch moves, and holding B and sliding could be kicking moves. Also, sliding your finger up would have you jump, allowing for combo moves. (Ex: Hold B, slide finger up, then right. Would have him jump, then a heel kick to the face) Making it like this (instead of a dpad) would serve the same function as a dpad, but the user would get much more into the game, rather than just pressing buttons. Am i right? If you wanted, you could have both this and a dpad, as options you could pick, and the option to have a left-handed version, where the buttons and control area switch sides.
Also, i thought we might have to slow the game down a bit, like the post above said. ALSO, keep in mind that we are still just getting our thoughts together, we havent started anything else (except a menu mabye, and soundtrack) so this might change a little, but i think this is the best idea ive some up with so far. So tell me what ya think!
Ah.
So who will be doing the programming? I'm afraid in terms of priority it's coding resources first, product second, especially for indie.
byteclub
01-11-2009, 08:54 PM
Gestures that trigger special moves/combos could add some depth to the game, give players something to learn over time, thus increasing replay-ability.
Regarding the speed - you could add a gesture that triggers "bullet time" a la Max Payne..
What is the "space" that the fights are happening in? Can you do something with the rotation of the device? If device is rotated and the fighters are upside-down, you can make them fall and hurt themselves a little bit - which could become a tactic to finish off weak opponents. Just an idea; thinking about that Animator vs. Animation flash cartoon, which seems fitting here.
ktfright
01-11-2009, 11:46 PM
im really thinking that this is gonna be a very sick game!!!! already made two songs for it already, havent put it up though yet:eek:
THEDeliriumTrigger
01-11-2009, 11:55 PM
im really thinking that this is gonna be a very sick game!!!! already made two songs for it already, havent put it up though yet:eek:
Sweet dude, send it my way if you get a chance
THEDeliriumTrigger
01-12-2009, 01:38 PM
Ah.
So who will be doing the programming? I'm afraid in terms of priority it's coding resources first, product second, especially for indie.
These are just ideas, were still getting things together.
Gestures that trigger special moves/combos could add some depth to the game, give players something to learn over time, thus increasing replay-ability.
Regarding the speed - you could add a gesture that triggers "bullet time" a la Max Payne..
What is the "space" that the fights are happening in? Can you do something with the rotation of the device? If device is rotated and the fighters are upside-down, you can make them fall and hurt themselves a little bit - which could become a tactic to finish off weak opponents. Just an idea; thinking about that Animator vs. Animation flash cartoon, which seems fitting here.
Bullet time is The Matrix btw.... lol but that would be a cool add on i think!
byteclub
01-12-2009, 02:55 PM
Apparently, both Matrix (the movie) and Max Payne (the game) had the time slow-down effect, called "Bullet Time". Somebody must have stole it from the other :)
Gestures that trigger special moves/combos could add some depth to the game, give players something to learn over time, thus increasing replay-ability.
Regarding the speed - you could add a gesture that triggers "bullet time" a la Max Payne..
I like the bullet time idea, especially if its a reward for effective fighting (hurting opponent without taking damage or for performing strings of combos/reversals). Also you could make special moves/combos that can only be performed in bullet time mode, maybe these are more powerful than those in the main fight. You culd even use it for an MK style fatality! :D
{klondike}
01-12-2009, 05:24 PM
I like the bullet time idea, especially if its a reward for effective fighting (hurting opponent without taking damage or for performing strings of combos/reversals). Also you could make special moves/combos that can only be performed in bullet time mode, maybe these are more powerful than those in the main fight. You culd even use it for an MK style fatality! :D
You honestly think Apple would allow an MK style fatality in a game made by an unknown developer? If so then your post is a fail.
THEDeliriumTrigger
01-12-2009, 05:39 PM
Lolz, i think were just gonna be going for KO's, but u can pretend you killed him? Not that thats very nice.....
spacecowgoesmoo
01-13-2009, 01:23 AM
http://i459.photobucket.com/albums/qq315/ccv1432113/Stickcontrolidea.jpg
You might want to try the D-pad on the left side; since that's how video game controllers are, reversing it might be weird to get used to for some people.
THEDeliriumTrigger
01-13-2009, 10:34 AM
Ya, i mentioned a left handed option in my post ;)
You honestly think Apple would allow an MK style fatality in a game made by an unknown developer? If so then your post is a fail.
Lolz, i think were just gonna be going for KO's, but u can pretend you killed him? Not that thats very nice.....
It was meant more as a example - maybe poor choice of game to reference? But you could incorporate some funny OTT finishing moves (doesn't need gore) like in Ready to Rumble.
Altrez
01-13-2009, 06:24 PM
I have started on the character bio's on my game and adding basic networking and high score updating on line.. Looks like you guys are making some good progress as well :)
-Altrez
ktfright
01-13-2009, 06:35 PM
Delerium, Altrez,
I already made some music for the game and I'll try to upload it to my sites soon, but what kind of music is best for this? So far, I got some fast paced daft punkish hiphop instrumental, but how many songs should I crank out for this? 2,3? maybe I'll even rap a theme song!!! So far I have 2 tracks.
THEDeliriumTrigger
01-13-2009, 06:57 PM
Delerium, Altrez,
I already made some music for the game and I'll try to upload it to my sites soon, but what kind of music is best for this? So far, I got some fast paced daft punkish hiphop instrumental, but how many songs should I crank out for this? 2,3? maybe I'll even rap a theme song!!! So far I have 2 tracks.
Awesome dude, do you have them in mp3 format? Mabye you could send em to me
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