I'm making a meme 2D arena fighting game to pass the time in between projects. My roommate will do the art (assuming we don't steal it all) and I will do everything else.
Post character suggestions and mechanics.
I'm making a meme 2D arena fighting game to pass the time in between projects. My roommate will do the art (assuming we don't steal it all) and I will do everything else.
Post character suggestions and mechanics.
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Each character can have up to 5 moves and technically unlimited passive effects.
Moves can also swap out other moves. What I mean is each character has 5 spell slots but casting a spell could replacing a spell in a spell slot with another spell. Or a passive effect could do the same thing.
Stats:
Damage
Defense
Speed
Everyone starts with 100 Health.
Defense is straight up DR with a minimum of 1 damage.
Now i'll post some half baked ideas I already have.
King Ramsas
Q - Locus Swarm
W - Flood
E - The man in Guaze
R - Smoke
The Slab (Passive)
While you have the slab you do 2X damage to everyone.
When you take damage that would kill you instead you drop the slab and are teleported to a random location with full health.
If you are killed without the slab you die for real.
You can sense the slab when you are close.
You deal 2x damage to anyone holding the slab.
People can willingly drop the slab.
if you post character mechanics I will make it
Nokia 3310
You can't take damage.
You start at 0 move speed.
Q - Vibrate
You shuffle slightly in a direction.
Passive:
Anyone who touches you is crushed instantly and dies.
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Also I forgot to mention there are xp orbs on the map for you to collect.
They allow you to level up to increase your base stats.
Like one of those shitty .io games
Varg Vikernes
Ted Kaczynski
Or maybe I should make the game like little fighter 2 but multiplayer
Yotsuba and her water gun
alita
main mechanic is that she can swap between her guns, swords, and just plain fists.
John Coltrane
Q - Giant Steps (Like a falcon punch but with stomping)
W - Blue Train, John summons a train that barrels through targets
E - Ascension - John shoots himself upwards while twirling around, enemies become trapped in his vortex, final hit sends them outwards
R - My Favorite Things - John shoots out records like they're ninja stars
Acquire a taste for freeform jazz(Passive)
Jazz is all about experimentation and mix-ups, for that reason John Coltrane is rewarded for move variety, gaining a 2x passive damage bonus if he mixes up the moves that he uses, this bonus can go past 2x to something you think is fair. Unfortunately, John Coltrane is punished for spamming and using the same move in succession, with it doing less damage initially, to no damage at all if continuously used, to eventually outright killing him in a kamikaze like explosion if the move continues to be used repeatedly.
The Tf2 soldier
Q: Rocket - Soldier shoots a rocket, 1 in 10 chance that it's a crit rocket doing double damage
W: Rocket Jump - Soldier shoots a rocket at his feet propelling himself upward
E: Grenade - soldier throws a grenade, if the button is held down soldier holds the grenade in his hand, allowing for him to explode himself in a massive explosion, this kills the soldier
R: Salute - The Soldier salutes, upon doing so he is invincible and anyone who attacks him receives damage, using salute has a chance to "critical miss" causing the soldier to hit himself in the face
Passive "American Hero" - As the soldier deals damage a bar fills up on the bottom of the screen, upon the bar filling up the soldier screams, any player in his immediate vicinity is labeled a "communist" for 7 seconds, the soldier can instantly kill any player labeled a communist. This bar resets upon the soldiers death.
A game had this neat feature where characters had their signature special, and then 3 normal specials. The normal specials were tied to three gear slots so you could mix and max character specials.
Not in
In just need to think of mechanics
Maybe
In
Needs different mechanics
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I'm currently writing the basic structure of the game.
I'm testing movement right now.
Will post gifs in a couple minutes
Arthur Fleck from Joker
Character is fast but not to fast. Classic zoner type archetype.
Get what they deserve(Charge)
Joker asks the opponent if they want to hear another joke then proceeds to recite the entire rant from Joker 2019. The charge ends with Joker pulling out his gun and firing a single shot which is basically one long thin hit box that is a 1-Hit KO. Disadvantage is that Arthur cannot cancel the charge unless he is hit and the attack can be dodged fairly easily.
Daft punk
Vocoder and beats based moves, thought some sci fi shit wouldn't hurt, like lasers
Stats pretty balanced overall, with a slight focalization in attack
Dafpnuk
Dig the idea so I'll give it a bump
Tony Soprano
Standard attacks are all close range punches, but no kicks. This is a fat middle aged man so kicking is out. But the man is a former HS football player and is still strong. So his punches pack power. He's also got a mean tackle in which he can chain smash a person into the floor for extra damage. Everytime he dodges/parrys/shields an attack he gives a trademark "OH", "HO", or "GABAGOOL".
After inflicting enough points Tony can get the option to use the ability "Cut to black" which if inputed correctly causes the screen to go black but the game to continue playing. The entire time the screen is black the credits of the Final Episode of Sopranos role along with various .jpeg images of Onion Rings. This blackness lasts for an entire 10 seconds b4 the game returns to normal.
You should add Mr Incredible.
daft punk, and they can switch on the fly like the maids from Melty Blood, with mechanics to do combos by quickswapping. They each have different movesets.
What if they added the dude from Tron and made one of his attacks summoning the Daft Punk dj's
Bump
Not sure why webm cam is doing this.
Anyway I've decided to make it a side scroller beat em.
Each "level" will have multiple entrances and exits.
Some exists are at the left and right edges.
The rest are throughout the level and accessed by pressing up.
The idea would be to create a maze of areas so players could effectively run without it being obvious which area they went to. They'd be a cooldown on traveling to an area you just came from to prevent abuse.
I don't really see them having different movesets, if it works for one it works for the other. At best some beats attacks i mentioned before could vary between them
Also to clarify. Its still a multiplayer agar.io type game with pickups that increase your base stats. Its just a sidescroller beatem up. I honestly don't know if this format will work. I wanted to do a traditional top down rpg perspective but all the fancy custom moves wouldn't look as cool. I decided against a platformer (aka jumping on platforms instead of moving up and down the scene) because that feels boring.
That looks kino
Which setting/s are you going with for the game?
Akuma
Moveset is just Akuma
Extremely broken variation from SF2 Turbo
Haven't decided yet. Maybe each character gets a home level and I string them together in the grand map in a way that makes sense. Or perhaps an overall theme?
I just know I like the idea of level entrances/exits giving you a hint of where you're going next. For example holding "up" or "E" or whatever while standing next to the rocketship sends you to the space level. Some shit like that.
Mavis Beacon
All of her moves are input by typing random words that change every use, shown in a special UI element near her health bar, and the strength of the move depends on the length of the word
For example, her basic special is just a projectile that shoots the word you type, which does X damage per letter.
Do half and half
Overall regular looking maps with some character arena in between where you might fight them and unlock them after you win. Some of there areas might even be secret
The all seeing eye
Here are some of my ideas
>Dancing Baby: The Room in this game (youtube.com
>Nokia 3310: Flattest Zone (Switches between Pairs II, Space Impact, Bantum, and Snake II)
>Yotsuba: Zig Forums
>Akuma: Temple Hideout (M. Bison watching in the BG)
These are more fighting arenas than levels
Giorno Giovanna
>Can only be used by entering in a special input in the character select menu his move-set is pretty standard, but if you input a the konami code mid game then it will active "Golden Experience Requiem" which automatically makes the opponent die