Adrenaline Indicator- this is something the people i know and myself have wanted in a game for a while now:a way to turn the tables w/o going over the top. The Indicator changes color (Level) via using a taunt or getting hit by certain attacks, usually those with high damage or priority. The levels are used to counter combos if you block or get out of command grabs(2lvls needed). The maximum level is 5 at which point the indicator flashes red. When you reach this level, you have a difficult choice, save em for counters and such, or unleash all levels in a devastating(but painfully slow) attack. Certain attacks can only be done by using one level of the adrenaline indicator.
Specials-these are your basic fighting game specials, done in the same way as always
Guts attack- SP+SK-Charges an attack for 2 seconds, then unleashes an unblockable hit with a wide range.Does average to good damage.
Weapon Parry- With the proper timing, this'll take care of most non-grab attacks by deflecting the hit, giving the user a slight chance to strike. Lighter characters do not deflect, but rather reposition themselves for a fast attack.
Guard Break- After 20 hits, your character will be left wide open as if parried, no ifs ands or buts. This is to encourage a more aggressive gameplay.
Fatigue Gauge-Yes your character does get tired of doing all these amazing exploits little by little. Every time you use a special attack, this gauge will decrease, but will re-fill gradually. If it runs out all the way, you'll have to wait longer for it to re-fill and be left using only normal punches and kicks.
The game uses only strong punch, strong kick, weak punch, and weak kick to leave room for the weapon parry button and the taunt button. Oh, and start if i ever figure it out. Furthermore, grabs (normal ones) are done like in SF3, with weak punch+weak kick. The characters will be a bit difficult to master, as they all run on similar but varied systems according to size, weight and fighting style. The game will run on elecbyte's M.U.G.E.N. engine and will not have a story upon release, as we have to test it out first, then we can discuss a story amongst the involved artists (if they're not sick of me by then O.O) other than that, everything's basically covered, the game's graphics will be 3D but it will play 2D, the art-style will be simplistic like a traditional ukiyo-e and we hope to have it released to the world (for free
P.S.-Im working on the lay-out at the moment, I'll post it when i have a finalized version.
P.P.S.-the game's soundtrack will be released on youtube in about 6 months, most of it's done, but 2 of the bands involved need a little bit to get ready, as they are composing original songs for this game. Oh, and if anyone comes in contact with `Endling or *Zombiesmile, please ask them to confirm whether or not they're cool with us using their characters for the game. Thanks for reading.










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A nerd that still needs to catch up. >.<
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"Why block when they're running straight into my attack?"
-Daigoro
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A nerd that still needs to catch up. >.<
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"Why block when they're running straight into my attack?"
-Daigoro
The other day I spent
P400, that's roughly about $8, on art supplies. lol.
I got:
-24 color set of Water-color pencils which also included a paint brush.
-Two erasers (the good kind whose name I cannot remember at the moment)
-A protractor set including four different rulers.
-6 pencils- 3 hard, 3 medium.
- a 16-color set of Oil Pastels. and...
- a Super sexy metal sharpener.
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"If you have nothing to do in this class, don't do it here."
-Ginang Dumaran
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"Why block when they're running straight into my attack?"
-Daigoro
Thanks for the watch again :E I'll do just that
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"Why block when they're running straight into my attack?"
-Daigoro
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Who am I? Well, thats the question of the day now isn't it?
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