• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

AE Fighter Group Project [Character Concept Submissions/Gameplay Outline]

TigerWoods

Smash Champion
Joined
Jul 7, 2008
Messages
2,388
Location
Wherever you want me to be... If you're female.
AE Fighter Group Project


Here is a thread so that we may organize our wonderful little project. In order to create an actual 2D fighter, lots of work and organization over a long period of time must take place. :bee:



Zero's Proposed Plan :D
PHASE 1) Brainstorm/Outline
PHASE 2) Story Splicing/Main story Creation
PHASE 3) Character Mapping Concepts/Model Creation
PHASE 4) Character Sprites Creation
PHASE 5) Mapping/Designing of ingame physics/ruleset
PHASE 6) Programming and Running the Game
PHASE 7) Finishing touches
PHASE 8) Back to PHASE 6
PHASE 9) PROFIT!



Current Character Concepts
(Incomplete and subject to change)


Antares, The Mediterranean Ceramic Knight

Lokii, The Nordic Painting Warrior (Pic2)

Dillusia, The Modern Abstract Terminator

Selang, The Chinese Watercolor Summoner

Fred "Comic" Sans, The German Drunken-Fist Master

Ray Nikon, The Japanese Ninja-Photographer.

Voodoo, The Jamaican Sewist

Sid (Insert Info Here)
 

Neon Ness

Designated Procrastinator
Joined
Jul 10, 2008
Messages
3,631
Tiger, I hope you can to stay on top of keeping the main points organized in the OP. It's going to slow the process down if things aren't getting updated and important points get lost in the shuffle.

As far as an outline, I think the basic idea we have is, everyone in the AE creating their own alternate persona.

Question I have is, who constitutes "everyone"? Does a random lurker get to join and add their character, or do we want a cap on how many there are? If it's an actual fighting game we can't have an infinite cast...

Also, the problem with everyone doing their own thing is like, discrepancies between 3D models and sprites. It's fine for people to have their own styles, but I think it'll look weird for some characters to be sprites and others to be models fighting each other. But it wouldn't be any fun to limit what people want to do.
 

TigerWoods

Smash Champion
Joined
Jul 7, 2008
Messages
2,388
Location
Wherever you want me to be... If you're female.
I shall try my best Neon...

I randomly became the brainchild of this during a conversation with Alyssa on something to spice up life since I was bored of everything... so I actually care about this...

And if I happen to be a fail I'm alright with someone else taking over organizing everything... Just dictate things to me and I'll make it happen. Also feel free to edit my op as you see fit.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
There should be a cap on the max cast yeah.
Also, assists/tagteam would be cool, we can incorporate the favorite heroes/gods/legendary beasts as counterparts to the character, allow them to be playable as assists or chars.
But have a system that allows for only a char/hero combination, so no double chars or double heroes/myth beasts
 

Geist

Smash Master
Joined
Sep 26, 2007
Messages
4,893
Location
Menswear section
If the characters are going to be the ultimate persona of us, my idea won't work.

Tag team sounds cool, but mythical creatures seems to feel out of place. It would be cool to activate some sort of artistic ability, or something like that. Have a special ability like bang that unlocks the character's ultimate form for a small amount of time.
Maybe like how arcana hearts has the combination of character/element, like you could choose a character without a projectile, and then choose an arcana that's a projectile to counterpick, etc.

I still like the whole 'artistic style' idea, maybe we could incorporate it into it like that?

But I know I have a habit of making game concepts that are absolute hell for programmers. They hate me so much at school LMAO


@Kurt, what about our triumvirate? Actually, I'm going to be pretty busy, so it'll be better if I'm not too much in charge of anything ._.
I could probably pull off a few concept designs here and there, and I can be involved in the balancing/gameplay process, etc
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
The mythical creatures would add a fantasy twist and allow a counterpart to the personas of real people in the form of pure fantasy~
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
We need to create cells of people, make each "cell" come up with an idea and gameplay, then all send it in to the main char and discuss the final results.
Things like game-specifics (assist system), supers, combo extensive/hard hitting, story etc
 

ZIO

( ͡° ͜ʖ ͡°)
Joined
Sep 14, 2006
Messages
10,884
Location
FREEDOM
Give me a role I can perform well at, and I will play it.

Looking forward to see this come to fruition.
 

Neon Ness

Designated Procrastinator
Joined
Jul 10, 2008
Messages
3,631
If the characters are going to be the ultimate persona of us, my idea won't work.

Tag team sounds cool, but mythical creatures seems to feel out of place. It would be cool to activate some sort of artistic ability, or something like that. Have a special ability like bang that unlocks the character's ultimate form for a small amount of time.
Maybe like how arcana hearts has the combination of character/element, like you could choose a character without a projectile, and then choose an arcana that's a projectile to counterpick, etc.

I still like the whole 'artistic style' idea, maybe we could incorporate it into it like that?
So like a special attack? Like if your character unleashes his power, it's some kind of pencil drawn... something or other. Bad example lol, I'm just trying to understand what you had in mind.

Also, I don't see why we need an executive board. I thought everyone was in charge of designing their own character, and stuff like mechanics and design was more of a group effort.

Speaking of, anyone have any programming experience? We probably need a programming team to work with. I like the idea of teams working on specifics like art, programming, interface design, etc.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
I'm not quite the experienced programmer, I can do standard stuff but no way I'll create a fighting game (even though that one program sure can be learned).
I'm more of a designer.
 

Geist

Smash Master
Joined
Sep 26, 2007
Messages
4,893
Location
Menswear section
So like a special attack? Like if your character unleashes his power, it's some kind of pencil drawn... something or other. Bad example lol, I'm just trying to understand what you had in mind.
Like you have your character with a set moveset, etc, and you can chose a set of universal specials based off of art forms. And you have a special upgrade you can activate to become broken based of that art style.
If that makes sense. I can make a more concise post about it if necessary.
 

global-wolf

Smash Champion
Joined
Jan 17, 2010
Messages
2,215
Location
Northern Virginia
I'm having trouble visualizing the tag team concept here... I don't play enough games -_-

That sounds really interesting Bren. What art styles would we include though? We can't have too many specials (I think...)
 

Chronodiver Lokii

Chaotic Stupid
BRoomer
Joined
Aug 11, 2009
Messages
5,846
Location
NEOH
....So anyone else having trouble with ideas? I was talking with Kurt about this xD OVERACTIVE IMAGINATION MAKES TOO MANY IDEAS I LIKE
 

Neon Ness

Designated Procrastinator
Joined
Jul 10, 2008
Messages
3,631
Well it is important to know what kind of engine you want, but I guess it'll have to be set aside for later, eh.

@ Geist: Ah, I see. So you have, let's say hypothetically, 6 characters and 6 art forms (Abstract, Impressionist, Cubist, Cartoon, Classical, Pointillist). You would have 36 possible character-motif combinations.

I actually like that idea a lot.
 

Geist

Smash Master
Joined
Sep 26, 2007
Messages
4,893
Location
Menswear section
@Kurt, the problem with that would be that each person wouldn't have total freedom in designing their character, and it would be kinda unfair to the person who gets stuck with an art form that doesn't represent themselves.

@Neon, yeah that's pretty much the idea. Glad you like it :D

@Ramses, you're just a hater, gtfo
<3
But seriously. Arcana hearts has a thing going for it with selectable specials. Maybe instead of straight up selecting the specials themselves, specials gain a certain property depending on the selection.
That's just extra spriting and programming work though :l
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
@Ramses, you're just a hater, gtfo
<3
But seriously. Arcana hearts has a thing going for it with selectable specials. Maybe instead of straight up selecting the specials themselves, specials gain a certain property depending on the selection.
That's just extra spriting and programming work though :l
Should never be an argument imo.

What about making every character the same drawing style, then allowing you to select a "style" (like you said, which gives properties etc) and then give that "style" a character which would work as a tag team.

So say, you select Bren and select Manga.
Bren's specials now have bigger hitboxes (loleyes) or something.
Additionally, Bren can tag out and let you play Manga, as a character.
 

Chronodiver Lokii

Chaotic Stupid
BRoomer
Joined
Aug 11, 2009
Messages
5,846
Location
NEOH
It's looking like its gonna be a mishmash of different styles and stuff :o
Should be really interesting
 

Zero

Smash Hero
Joined
Jul 7, 2008
Messages
5,825
Location
ワイヤード
Just wanna put some stuff out there:

-Video games are among the most complex systems you can attempt to design. It takes large groups of people years to complete commercial projects, which are often rushed and imperfect.

Following this line of thought, you might want to limit feature and character bloat.

Indie games are often praised for exploring a single enjoyable element in a game. This might be tough in a 2D fighting game, but you're all artist-folk, so you should be creative with this! Four characters, each with a unique concept behind them will be infinitely more enjoyable to play than the next arcade fighter.

As a suggestion, I think you shouldn't draw too much inspiration from on-market fighting games. The whole purpose of indie games is to diverge from the mainstream, not to endlessly reimplement. That's what Crapcom is for.

So I propose a little change to your plan.

PHASE 1) Brainstorm/Outline
PHASE 2) Story Splicing/Main story Creation
PHASE 3) Character Mapping Concepts/Model Creation
PHASE 4) Character Sprites Creation
PHASE 5) Mapping/Designing of ingame physics/ruleset
PHASE 6) Programming and Running the Game
PHASE 7) Finishing touches
PHASE 8) Back to PHASE 6
PHASE 9) PROFIT!

Sorry if it seems a little imposing to post like this when I'm just a newcomer here, but I guess this is my field and area so it makes sense for me to analyse this area.
 

Neon Ness

Designated Procrastinator
Joined
Jul 10, 2008
Messages
3,631
Zero, what engine were you planning on using, out of curiosity? I know nothing about programming lol but I'm just wondering.

So what we have so far is characters in conjunction with a selectable art style and a possible tag team system.

Does anyone vehemently oppose this idea? If not we can start figuring out which four or five characters will be playable, in which case concepts/concept art could be thrown around. Programming wise I guess the next step would be the feasibility of this system and figuring out the best way to set everything up.
 

Geist

Smash Master
Joined
Sep 26, 2007
Messages
4,893
Location
Menswear section
Holla holla.

So is it anime/Lokii style fighter? :D
Hello thar :D


I assume you're studying game design, programming, etc?

Should never be an argument imo.
But the amount of work is going to be what makes or breaks this, otherwise I'd agree, and would be going nuts with this. ;D
Also doesn't help that I probably won't be able to help as much as I would want to.
What about making every character the same drawing style, then allowing you to select a "style" (like you said, which gives properties etc) and then give that "style" a character which would work as a tag team.

So say, you select Bren and select Manga.
Bren's specials now have bigger hitboxes (loleyes) or something.
Additionally, Bren can tag out and let you play Manga, as a character.
Cool idea, you really like that tag team idea don't you lol. I guess it kinda takes away that emphasis of being like AH x0
Except my character is non-compatible with anime >:[
Forever.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
No I just hate selecting a god/anything and then only getting some passives/specials that differ. So disappointing, it easily results into X IS BEST, Y SUCKS, Z IS OKAY.
 

Zero

Smash Hero
Joined
Jul 7, 2008
Messages
5,825
Location
ワイヤード
Neon Ness: Build it up from scratch. :)

Geist: Computer Science. I dabble in game design among other things.

Hi Zonar :)
 
Top Bottom