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Gameplay Mechanic : The Eight Paths Of Precision Mechanic
The central feature of this fighting game is its combat mechanics which have been designed to give the feeling of being engaged in a furious exchange of blows with an opponent.
The mechanic is very simple.
The Eight Directions of a Control Pad or Joystick correspond to eight possible attacks or blocks.
Depending on how many action buttons want to be tied in with a corresponding direction it is possible for an incredibly varied amount of attack possibilities.
Sample Control Scheme For PS3 Controller
X : Punch
Square : Kick
O : Dodge
Triangle : Block
L1 : Shuffle Backwards
L2 : Side-Step Upwards
R1 : Shuffle Forwards
R2 : Side-Step Downwards
How The Game Is Played
One on One combat in the game becomes a 3D Fighter.
Movement is handled non-traditionally with the shoulder buttons.
Why?
Because movement isn't the central feature of the combat, it is a subtle supplement to the combat which serves the purpose of creating momentary lulls in the furious exchange of rapidly exchanged attacks and dodges.
In the Easy Setting of the game, clues are given to the player to indicate where the opponent will strike next.
Unobtrusive Colored Dots appear on the part of the fighter's body where the opponent intends to strike. Red color for punches. Blue color for kicks.
This clue is more or less helpful depending on the speed of the selected fighter.
Fighter Variability
There are a range of different styles of fighters in the game.
In reality, at the core, they all fight the same way, according to the game's fighting mechanic.
The fighters do differ though in terms of : speed, strength, reach of limbs, and defensive capability.
Faster fighters would seem to have the advantage in a game aimed to test the player's reflexes, but in actuality, the slower fighters also require great reflexes on the part of the player.
Slower fighters have much more powerful throwing and countering ability than faster fighters.
Fighting Techniques
Throwing : A Throw is performed when the player either blocks or dodges (depending on the fighter selected) in the "opposite" direction of the attack. For example, if the fighter's South-West point was attacked, than they would have to perform a North-East block or dodge to throw.
What makes throwing easier for slower fighters is that they have more defensive ability, meaning they can take the chance and ignore an attack or two in order to take the time to time a block or dodge perfectly in order to perform a powerful throw.
Slower characters play somewhat differently, in that the strategy revolves more around throwing and countering, and less on the rapid exchange of blows, although that is still definitely a factor.
Countering : Countering is performed by executing the exact opposite attack of one's opponent at the perfect time.
For example, if the opponent punches the player's West point, than if the player punches the opponent's East point at nearly the exact same moment, the player will counter their opponent, leaving them momentarily stunned and free to be attacked.
Attack Strength : The strength of a punch or kick depends on how long the controller is depressed in the appropriate direction.
For example, if the player holds the North direction on the control pad for 3 seconds and then presses X to Punch, the player will deliver the fighter's strongest punch.
Attacks have 4 levels of damage :
Level 1 : Press X or Square
Level 2 : Hold direction for 1 second and Attack
Level 3 : Hold direction for 2 seconds and Attack
Level 4 : Hold direction for 3 seconds and Attack
Stunning an opponent with a counter provides the perfect opportunity to use a stronger level of attack on them.
Depending on how well countered the opponent was, determines how long they will be stunned.
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