Features for fighting game
Posted: Fri Jul 09, 2010 1:32 pm
I'm about to start on a new project which is intended to be a fighting game, where the players fight each other. I haven't started the actual design or development yet, so I figured I should start a discussion here to sort out some potential issues, to figure out which features the game should have (and not have) etc.
I'm thinking each player should have 1 character, which will fight other player's characters.
You have a range of powers to choose between, but you have a limited number of them that you can bring into and use in the actual battle. This means that you'll have to try and find powers with combos and strengths that can be used to defeat your opponent, or with good defenses against his strengths.
Death is not an issue, you either win or loose a battle. The winner gets points, and I've thought that he might be able to pick one of your powers to take for himself (perhaps only if his victory was particularly impressive). If this is too harsh, he might "copy" the power you used the most instead, to remove the frustration of loosing a good power to your enemy (please give me your advice of which approach would be the best).
I'm thinking it will be possible to gain new powers regularly without having to fight, so each player will have a good chance at becoming more powerful.
A new player can probably not defeat an established player due to lack of experience with the mechanics, and a limited range of powers, but other than that there shouldn't be too much difference between a new and an old player in this game.
I'm planning to add as many powers as possible into the game, and will try to add new ones as the game goes on. Rather than nerfing powers if they become too powerful, I'd try to add new powers that might help reducing the effect of a overpowered power. Do you think this is a risky approach? In most games where new features are added regularly, there's always a risk of overpowered combos, so I need to have a way of dealing with this, and nerfing is never a popular choice...
I'm thinking each player should have 1 character, which will fight other player's characters.
You have a range of powers to choose between, but you have a limited number of them that you can bring into and use in the actual battle. This means that you'll have to try and find powers with combos and strengths that can be used to defeat your opponent, or with good defenses against his strengths.
Death is not an issue, you either win or loose a battle. The winner gets points, and I've thought that he might be able to pick one of your powers to take for himself (perhaps only if his victory was particularly impressive). If this is too harsh, he might "copy" the power you used the most instead, to remove the frustration of loosing a good power to your enemy (please give me your advice of which approach would be the best).
I'm thinking it will be possible to gain new powers regularly without having to fight, so each player will have a good chance at becoming more powerful.
A new player can probably not defeat an established player due to lack of experience with the mechanics, and a limited range of powers, but other than that there shouldn't be too much difference between a new and an old player in this game.
I'm planning to add as many powers as possible into the game, and will try to add new ones as the game goes on. Rather than nerfing powers if they become too powerful, I'd try to add new powers that might help reducing the effect of a overpowered power. Do you think this is a risky approach? In most games where new features are added regularly, there's always a risk of overpowered combos, so I need to have a way of dealing with this, and nerfing is never a popular choice...