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New Fanmade Smash Game In Progress

-_skinny_-

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Link to original post: [drupal=4337]New Fanmade Smash Game In Progress[/drupal]



NOTE: This is a fan-made game and we will NOT be getting any profits, so no legal issues here
THIS GAME IS STILL A ROUGH DRAFT AT THE TIME

So me and my friends are really into smash, but we keep finding flaws in it. We realize smash has a good concept to it, but its lacking something... A lot to be honest...
The main thing is the character selection. We think the current roster of 35 is way too little, in fact were thinking of somewhere around 200 characters should subdue our lust of selection.
Stages, aaaaaaaahh i don't even wanna talk about them, they're all garbage.
The percent system is also undesirable because it only goes to 999% and its almost impossible to even reach that.

Ok now that i stated SOME of the problems ill start listing some solutions.
So the percent system will be substituted with a HP gauge that reaches like 15,000 if not more, cuz our characters will deal so much damage it will end up balancing out.

The whole "smash ball" thing is too unfair, basically whoever reaches it first gets a 1-hit KO. I mean c'mon really? Who actually thought that was a good idea! So, were gonna have ANOTHER gauge system separated into 3 section, each more difficult then the previous section to fill (to fill it, you have to basically just kick-*** and rack up combos and such).

Anyways you don't haf to fill every piece to use the special, in fact, each piece is a different attack or transformation stronger than the previous section. Having a special or a transformation is totally dependent on the character.

More moves would be nice, so were gonna add both smash and tilt "B" moves, backward "Bs" and back Smash, we were thinking back tilt "A" is kinda useless. Ok so thats what, 6 additional moves at your disposal? And i don't think were even gonna stop there, so were probably gonna haf to build another controller to go with it xD. Oh and were gonna introduce quick grabs and mid-air slams.

So now were left only to talk about new characters. Were not limited to the "Nintendo characters only" barrier, but then quickly realized, why not brake the video games barrier as well? Movie characters and TV show characters brawling it out? Sounds like a great idea to me :D
And now to the main event, a sneak peek into the overwhelming roster of 200 characters!!

Bomber-Man
Arthur from Ghosts and Ghouls
DBZ fighters
anywhere from Goku to Buu to Brolly
Crash
Spyro
Travis Touchdown
Gannon (Beast)
Spider man and other superheroes
Megaman
Zero
Family Guy
Simpsons
Futurama

You know what, this is nothing compared to the whole list (that is still growing) so ill make a later post with more names.

So guys, give your feedback, maybe add some ideas and ill talk it over with the crew and keep you guys updated, maybe even add some move sets.

Credit:
Skinny
Crust
Goblin
Ozzy
Dahmer
Pure
Player 2
JJ
 

Hippieslayer

Smash Ace
Joined
Aug 12, 2008
Messages
966
Location
Azeroth
Link to original post: [drupal=4337]New Fanmade Smash Game In Progress[/drupal]



NOTE: This is a fan-made game and we will NOT be getting any profits, so no legal issues here
THIS GAME IS STILL A ROUGH DRAFT AT THE TIME

So me and my friends are really into smash, but we keep finding flaws in. We realize smash has a good concept to it, but its lacking something... A lot to be honest...
The main thing is the character selection. We think the current roster of 35 is way too little, in fact were thinking of somewhere around 200 characters should subdue our lust of selection.
Stages, aaaaaaaahh i don't even wanna talk about them, they're all garbage.
The percent system is also undesirable because it only goes to 999% and its almost impossible to even reach that.

Ok now that i stated SOME of the problems ill start listing some solutions.
So the percent system will be substituted with a HP gauge that reaches like 15,000 if not more, cuz our characters will deal so much damage it will end up balancing out.

The whole "smash ball" thing is too unfair, basically whoever reaches it first gets a 1-hit KO. I mean c'mon really? Who actually thought that was a good idea! So, were gonna have ANOTHER gauge system separated into 3 section, each more difficult then the previous section to fill (to fill it, you have to basically just kick-*** and rack up combos and such).

Anyways you don't haf to fill every piece to use the special, in fact, each piece is a different attack or transformation stronger than the previous section. Having a special or a transformation is totally dependent on the character.

More moves would be nice, so were gonna add both smash and tilt "B" moves, backward "Bs" and back Smash, were thinking back tilt "A" is kinda useless. Ok so thats what, 6 additional moves at your disposal? And i don't think were even gonna stop there, so were probably gonna haf to build another controller to go with it xD. Oh and were gonna introduce quick grabs and mid-air slams.

So now were left only to talk about new characters. Were not limited to the "Nintendo characters only" barrier, but then quickly realized, why not brake the video games barrier as well? Movie characters and TV show characters brawling it out? Sounds like a great idea to me :D
And now to the main event, a sneak peek into the overwhelming roster of 200 characters!!

Bomber-Man
Arthur from Ghosts and Ghouls
DBZ fighters
anywhere from Goku to Buu to Brolly
Crash
Spyro
Travis Touchdown
Gannon (Beast)
Spider man and other superheroes
Megaman
Zero
Family Guy
Simpsons
Futurama

You know what, this is nothing compared to the whole list (that is still growing) so ill make a later post with more names.

So guys, give your feedback, maybe add some ideas and ill talk it over with the crew and keep you guys updated, maybe even add some move sets.

Credit:
Skinny
Crust
Goblin
Ozzy
Dahmer
Pure
Player 2
JJ
How are you going to make 200 unique AND balanced characters? Not gonna work, bad idea sorry.

Youre right about stages though, there should be more tourney viable stages without random elements and exploitable stuff.

Why is it a problem that you can only get to 999% and that you rarely do? How does this affect gameplay negatively in any way? Why switch to a HP system of 15000 and have characters deal more damage? It feels like you guys are just thinking big numbers are cool.

Also the issue with final smashes are not only smash balls but also the fact that having final smashes centralises the gameplay around performing theese. Why even have them at all? Performing comboes by clever reads and great skill manouvering your character is cool, pressing one button and having the game take away a stock from your opponent is not. Spending the whole game trying to be able to fill the gauge so that you can finally press this button isn't cool either. Also how fast should the gauge fill up? If one final smash takes 1 stock away from your opponent and you can get a maximum of two final smashes done in a normal game then whoever manages to get two will win. You'd kinda need to limit the amount of smashes or increase the amount of stocks in order for the gameplay not to get severely ****ed up.

One tip though: If you are hellbent on implementing final smashes then at least make it so that the gauges do not reset if you lose stock. Else youre gonna have a lame duck situation where the match has allready been decided once the first player pulls of his final smash and both takes a stock AND the gauge.

About introducing new moves: I hope your are trolling, you can't be serious about having 200 characters and six new moves. Again, how are all theese moves going to be balanced and unique? Feels like youre taking quantity way over quality in a way that's bad even if youre aiming for a very casual game.
 

-_skinny_-

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Haruko from FLCL would be amazing.
Link to a pic plz
You lost me.
Its not for everyone. Most characters are serious fighters, but were throwin some in for the lolz
How are you going to make 200 unique AND balanced characters? Not gonna work, bad idea sorry.
It's not literally 200 but there are going to be alot, and i never said it was gonna be easy, but were gonna do our best
Why is it a problem that you can only get to 999% and that you rarely do? How does this affect gameplay negatively in any way? Why switch to a HP system of 15000 and have characters deal more damage? It feels like you guys are just thinking big numbers are cool.
See, our game will be focused more on the fighting aspect of the smash games, not trying to get characters off the stage, and yeah big numbers are cool, but thats not the reason the HP is that high. The characters are gonna deal so much damage per hit it wont even matter
Also the issue with final smashes are not only smash balls but also the fact that having final smashes centralises the gameplay around performing these. Why even have them at all? Performing comboes by clever reads and great skill manouvering your character is cool, pressing one button and having the game take away a stock from your opponent is not. Spending the whole game trying to be able to fill the gauge so that you can finally press this button isn't cool either. Also how fast should the gauge fill up? If one final smash takes 1 stock away from your opponent and you can get a maximum of two final smashes done in a normal game then whoever manages to get two will win. You'd kinda need to limit the amount of smashes or increase the amount of stocks in order for the gameplay not to get severely ****ed up.

One tip though: If you are hellbent on implementing final smashes then at least make it so that the gauges do not reset if you lose stock. Else youre gonna have a lame duck situation where the match has allready been decided once the first player pulls of his final smash and both takes a stock AND the gauge.
So this is a misconception i should fix. Yes your gauge goes up depending on how well u do, but it will also go down if you spam or lose a stock. When u die u don't lose all your progress, but u will be hindered a bit. So the specials arent that effed up, why would u even think that! The first 2 pieces are just attacks and depending on your damage u wont die, but when u have all 3 pieces, oh man, thats gonna **** **** UP! maybe not a one hit KO but it'll be epic


About introducing new moves: I hope your are trolling, you can't be serious about having 200 characters and six new moves. Again, how are all theese moves going to be balanced and unique? Feels like youre taking quantity way over quality in a way that's bad even if youre aiming for a very casual game.
How are we gonna make it balanced u say? A LOT of tweeking and testing... It'll be hard but it'll be worth it.
 

-_skinny_-

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Ok another thing, we most likelly are gonna have you pick different characters and when you die lets say twice, you switch to ur next character, that way you can switch up your metagame better

EDIT: sorry for doublepost
 

Zankoku

Never Knows Best
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I feel like you don't have real experience in making games. What are you even coding this one in?
 

Kewkky

Waiting for a new Smash game
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Oh no, it's MUGEN all over again!

... If you guys go along with it, that is.
 

-_skinny_-

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I feel like you don't have real experience in making games. What are you even coding this one in?
No we don't this is actually our first game, in fact, we are probably gonna find some people to help us out with this
 

Hippieslayer

Smash Ace
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Skinny: You can't have the gauge go down because of move spam, it will ruin mindgames. Throwing moves out through educated guesses or simply to confuse your opponent is a very important aspect of fighting gameplay.
 

Twinkles

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I don't think he is...competitive Falco players throw out lasers like no tomorrow. Same thing applies to Snake and grenades XD
 

-_skinny_-

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I don't think he is...competitive Falco players throw out lasers like no tomorrow. Same thing applies to Snake and grenades XD
Yeah but theres a difference between spamming and strategic firing. Its kinda gonna work like stale moves does for current Brawl
 

Twinkles

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Yeah but theres a difference between spamming and strategic firing. Its kinda gonna work like stale moves does for current Brawl
Then your game would probably have to take into consideration what particular moves are being staled, because pros really like their "strategic firing" XP.
 

TL?

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Once again, how is this being developed or what is this being coded in? Your title says "new fanmade smash game IN PROGRESS". So I'm assuming you've already begun work on the game. Right?
 

-_skinny_-

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^^Well I guess pros in brawl spam strategicly, but in our game the strategy is to not spam. Plus were gonna make moves that have cooldown so u can't spam as much

^We have yet to get to that stage and know less than we should, but personally I'm a noob at this kind of stuff. The in progress means were basically still brainstorming and taking detailed notes.

:phone:
 

FOUREYES

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Link to a pic plz


You really should watch FLCL, one of the few good animes IMO

-_skinny_- said:
See, our game will be focused more on the fighting aspect of the smash games, not trying to get characters off the stage, and yeah big numbers are cool, but thats not the reason the HP is that high. The characters are gonna deal so much damage per hit it wont even matter
Sounds like you just want to make a generic fighter with a bunch of video game/cartoon characters to me, the focus on ringouts over HP/damage is what makes smash bros unique and interesting.
 

-_skinny_-

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You really should watch FLCL, one of the few good animes IMO

Sounds like you just want to make a generic fighter with a bunch of video game/cartoon characters to me, the focus on ringouts over HP/damage is what makes smash bros unique and interesting.
I actually do watch that show and i can see how she would be a good fighter.
And "generic" fighter, i wouldn't call it that. Its more like Smash inspired by other fighting games, but other games you need to do something to pull out a certain move, or you have to hit someone to do your next move. What were keeping from Smash is the fighting "style" so to speak. So you have a set list of moves that you can dish out at any moment, you either hit or miss and you keep fighting till you die. Basically just play a match in stamina mode, thats the gist of it
 

Zankoku

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Stamina mode is home to infinites and chaingrabs due to utter lack of knockback growth.

So far you've demonstrated an alarming lack of understanding of game development, consequences of mechanics, and competitive play. You might be getting a little in over your head here.
 

§witch

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Okay guys, I found some flaws in my favourite game and I want to correct them! I have zero knowledge in game design, coding, programming or art design but I still think I can make a better game than nintendo did with a massive budget and years of experience. Not only a bigger game, but one with 5 times the amount of characters and way more moves. Also, nintendo made the game unbalanced on purpose, if they'd just tried harder they could have, which is why it will be super easy to balance 200 characters.
 

UltiMario

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Literally the only thing between this and MUGEN would be that smash has a larger air game.

Just download MUGEN and start playing. You can find every single one of the characters you listed out there somewhere, and fill up a huge 200-character CSS.

Enjoy, now you've got the exact same product that you were looking for, just not as floaty.
 

-_skinny_-

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Stamina mode is home to infinites and chaingrabs due to utter lack of knockback growth.

So far you've demonstrated an alarming lack of understanding of game development, consequences of mechanics, and competitive play. You might be getting a little in over your head here.
Our game will have more knockback than stamina mode im just sayin SM is like the basic concept of our game. And you have to start off somewhere, i know a guy that made a entire game on his own. He started off with a little more knowledge than we have right now. Its not impossible, it just takes alot of determination.

Okay guys, I found some flaws in my favourite game and I want to correct them! I have zero knowledge in game design, coding, programming or art design but I still think I can make a better game than nintendo did with a massive budget and years of experience. Not only a bigger game, but one with 5 times the amount of characters and way more moves. Also, nintendo made the game unbalanced on purpose, if they'd just tried harder they could have, which is why it will be super easy to balance 200 characters.
Yes thats called a goal, obviously your life seems to be lacking them so you have nothing better to do than troll an entire site with your annoying meaningless slander and sarcastic comments. Just stop talking dude. :facepalm:
 

§witch

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Your life is what you make of it. I choose not to live in an idealistic haze, but whatever man. I'm not trolling by telling you you're an idiot.
 

Zankoku

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Our game will have more knockback than stamina mode im just sayin SM is like the basic concept of our game. And you have to start off somewhere, i know a guy that made a entire game on his own. He started off with a little more knowledge than we have right now. Its not impossible, it just takes alot of determination.
I find it at least somewhat suspicious that you're not naming the guy, his game, or what he made it in. While determination is mandatory, you're not going to making an amazing game with tons of content and perfect balance to boot on your first try, nor your second, nor your fifteenth. This isn't telling you to give up, since you need to make 15 games before you'll know if I'm telling the truth or not, but rather not to expect great results given your extremely limited resources and experience.
 

-_skinny_-

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I find it at least somewhat suspicious that you're not naming the guy, his game, or what he made it in. While determination is mandatory, you're not going to making an amazing game with tons of content and perfect balance to boot on your first try, nor your second, nor your fifteenth. This isn't telling you to give up, since you need to make 15 games before you'll know if I'm telling the truth or not, but rather not to expect great results given your extremely limited resources and experience.
His name is TJ Hyde, i dont remember what the name of the game was but it was an online FPS based in older times, i think there was a viking a pirate a knight and some other characters. I kno it won't be perfect and i need more practice but were still gonna put everything we got untill our vision is complete... And you know what, you're the only person that posted here that gave honest feedback with a respectable tone and i greatly appreciate that. This is the kind of feedback i want.
 
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