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Post by JaredG on Apr 22, 2014 4:18:44 GMT
ndukauba- Man, that Turbo mode looks great! Watched the MewTwo turbo video and was blown away.
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Post by LIQUIDFGC on Apr 22, 2014 10:51:32 GMT
Of course, I already suggested Boss Fights in the miscellaneous thread, but I have doubts on how you would make original bosses or importing from the source material.
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Post by ndukauba on Apr 22, 2014 18:36:26 GMT
I put this in the miscellaneous thread, but I believe this is a game mode that shouldn't be overlooked.
This is probably more of a hectic mode, but why not add a King of the Hill mode?
Pretty much, you start off with no one on top. As soon as someone gains a kill, a crown is shown over their head, or percentage bar, and he is now considered the "King". Now, it is up to the other 1-3 players to "dethrone" the "King" (ko him), and whoever ko's the King, becomes the new King. Rinse and repeat until the match is over. Whoever is the King by the end if the match is the winner.
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Post by JaredG on Apr 22, 2014 23:32:20 GMT
LIQUIDFGC- Yeahhh! The Boss Co-op mode sounds stellar, but would certainly be a lot of work on the development team. Stretch Goal P.S. I have this original boss character the Zara (image the beastie from The Odyssey movie in the cave) and with wolf looking legs. If I get the opportunity, I will post an image of him here for ya tonight. Edit: found the pic. ndukauba- That mode honestly sounds very do-able for an indie game studio. Keep that in my mind, seriously! I adored playing Perfect Dark N64 with my brother + friends and we played the King of the Hill mode until our thumbs were sore.
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Post by ndukauba on Apr 23, 2014 7:01:40 GMT
I have another mode in mind. This one is a mode that I haven't seen implemented in Super Smash Bros., or PlayStation All-Stars Battle Royale.
Score Battle!
Hear me out: This will be a more strategic mode that revolves around the damage percentage bar. This mode isn't based on the amount of kills necessarily, but on the percentage bar instead. Based on a timed match, 2-4 players will fight respectively. When you knockout an opponent, you gain points relative to the amount their percentage bar was times 10. For example: If I knock out an opponent, and his percentage was 36%, you will gain 360 points. There will be a cap however. The highest amount of points a person can gain from a single kill is 1500, so pretty much 150% and up will only earn you 1500 points. The player who has the most points wins.
It's a brand new mode that hasn't been implemented in this genre, and takes a new approach to fighting. It gives the fighters a sense of urgency to damage the opponents for maximum results, while at the same time, look out for their own percentage bar so they don't give the opponent the upper hand.
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Post by JaredG on Apr 23, 2014 22:23:40 GMT
ndukauba- My programmers so that the "King of the Hill" mode is doable. Do you have any sketch/ illustrations you want to put together on the mode?
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Post by bryant on Apr 23, 2014 22:39:21 GMT
ndukauba- My programmers so that the "King of the Hill" mode is doable. Do you have any sketch/ illustrations you want to put together on the mode? Don't bother asking for a sketch. I doubt he has one. Plus, why would you sketch something that is a continuous action? Here, let's have a formal definition: King of the Hill (since there isn't any "hill", here are some suggested alternative names: Juggernaut, Smash King, Champion, etc.): - The objective is to become the "king" character by the end of the match.
- The game starts with no players being kings. The first player to knock out another player becomes the "king."
- The player that knocks out the king becomes the king.
- The king only takes 150/(playercount)% damage (adjustable).
- Getting knocked out of the stage while not being the king results in a timed respawn penalty.
- If the match is timed, the match ends when the time is up.
- If the match is not timed, the match ends after a player remains king for a certain amount of time.
- All non-king players cannot hit each other.
- The king can hit all players.
- Players are scored based on the reverse order of becoming king. For example, the second-last player to become king is 2nd place, and the third-last player to become king is 3rd place.
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Post by ndukauba on Apr 24, 2014 0:22:39 GMT
@bryant
(Don't bother asking for a sketch. I doubt he has one. Plus, why would you sketch something that is a continuous action? Here, let's have a formal definition:
King of the Hill (since there isn't any "hill", here are some suggested alternative names: Juggernaut, Smash King, Champion, etc.): The objective is to become the "king" character by the end of the match. The game starts with no players being kings. The first player to knock out another player becomes the "king." The player that knocks out the king becomes the king. The king only takes 150/(playercount)% damage (adjustable). Getting knocked out of the stage while not being the king results in a timed respawn penalty. If the match is timed, the match ends when the time is up. If the match is not timed, the match ends after a player remains king for a certain amount of time. All non-king players cannot hit each other. The king can hit all players. Players are scored based on the reverse order of becoming king. For example, the second-last player to become king is 2nd place, and the third-last player to become king is 3rd place.)
First of all, how dare you even insinuate that I do not have a sketch of how this game mode would be played out! That is extremely disrespectful on every level, and you should be ashamed of even thinking that.
Second, it is a very generic game mode that has been implemented in a multitude of games. It's plain and simple: Do whatever it takes to become the "King".
Everything that you stated that the game mode should be played out is exactly what I was going to list, minus a few things.
First: All matches are timed, period. You cannot implement this mode in any other way, like stock for example, because that's pretty much regular stock.
Second: All characters can attack each other. There is no reason for the other 1-3 characters not to attack each other. If they cannot harm each other, how can they prevent someone else from becoming the "King". That's just wasting effort.
Third: The "King has no limitation to how much damage he may receive. If you feel that you must attack him until his percentage bar is on 999%, just to knock him out, so be it.
Fourth: Repawn penalties are to have specific times based on the number of players participating. If there are 2 players, the penalty will be 3 seconds. If there are 3 players, the penalty will be 4 seconds, and if there are 4 players, the penalty will be 5 seconds.
Fifth: King of the Hill is the name of the mode. There is no reason to change it. King of the Hill has always been the term used to describe this game mode on all games that have it, if I am not mistaken. If we change that, we might as well change Timed Match, or Stock Match to different names as well...
Everything else is good. You don't know what people are capable of presenting unless you give them that opportunity. Don't ever jump to conclusions!
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Post by bryant on Apr 24, 2014 1:30:52 GMT
@ ndukaubaI have considered "untimed" matches. We have two options for untimed options: - The player who remains king after x time wins.
- The n-th player to become king wins.
I hope they are self-explanatory.
Valid point. We could make this configurable.
What I meant is that the amount of damage the king takes is reduced by a certain percent. For example, if the king were to take 10% damage in a 3-player match, he or she would take only 5% instead (according to formula given above; the formula could be modified to have the king take more or less damage).
Anyone who knows me knows that I dislike constant values. There will be a configurable formula for this. I propose ( player count + 1.1^death count) seconds.
"King of the Hill" usually denotes a competition in which players have to remain in a certain area for a specified amount of time while keeping other players out of that area. According to Wikipedia ( link): You suggested a game mode in which players must retain a certain unique status. Since this may cause confusion, I suggested changing the name for clarity.
I apologize if you found that offensive. I would like to defend my position, however. I never said for certain that you didn't have any sketches. I only stated that I did not believe that you had sketches. And let us stop this argument here and remain on topic.
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Post by ndukauba on Apr 24, 2014 1:37:42 GMT
I have another mode in mind. This one is right of the top of my head, so I might polish it up later.
Items Galore Mode!
Have you ever wanted to just destroy someone with a bomb, a sword, a hammer, or something even worse than the 3: a baseball bat? Well now is your lucky day!
Anyway, this mode is solely focused on items. In order to gain a kill, you MUST knock them out with an item. Any death other than that will not count. Based on any game mode, you fight like you normally would. Item spawn rate is extremely high however. The choice of using them to attack the opponent is up to you, however when it comes down to it, you need to use an item to gain a kill. When a player grabs an item, uses it, then throws it away, the item disappears, and a new item is immediately spawned. (To keep item diversity in check) The player with the most kills with items wins.
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Post by ndukauba on Apr 24, 2014 1:45:37 GMT
@ ndukaubamod edit: snipped for quoting a long postApology accepted. I also must apologize. I tend to get quite hot-headed when I hear/see things that might be disrespectful. However, you explained that you didn't mean it like that, so it's all good, however, in the end, JaredG has the last say in what could be implemented. The fact of this game mode even being put in to this game is already a good thing. Now, my focus is to come up with more modes to suggest for this game, like my Items Galore Mode for example. (I need to come up with a better name though)
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Post by JaredG on Apr 24, 2014 3:36:10 GMT
ndukauba- Back on topic. I may be dating my age chuckles, but I fondly grew up playing Perfect Dark 64. In that game, the King of the Hill mode consisted of random "blue/ red" spots that appear throughout the map that you must secure to earn points. 1) Since the stage size is a factor in reference to my interpretation of the game mode. We were considering the King of the Hill mode to be like a Smash ball mode on Steroids. *** Basically, thinking of King of the Hill more like a frenetic/ attack mode. 2) The team free pitched the idea for King of the Hill Mode to be random. The game mode last(s) for approximately 5 minutes, and the King of the Hill has a crown over their head for exactly 50 seconds at a time (including if they are knocked off the stage). You score points by: knock off the King 3 points, knock off regular combatant 1 point. The match last(s) for 5 minutes with 50 second randomly timed spurts and 10 second (non-King) cool down time. So 250 seconds of active King time, and the value to get selected as King is randomly generated. While, in King mode you can knock an opponent to their demise for 2 points. Ideas, thoughts? Still a little different than the original premise that spanned the "King of the Hill" concept.
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Post by ndukauba on Apr 24, 2014 4:57:25 GMT
ndukauba- Back on topic. I may be dating my age chuckles, but I fondly grew up playing Perfect Dark 64. In that game, the King of the Hill mode consisted of random "blue/ red" spots that appear throughout the map that you must secure to earn points. 1) Since the stage size is a factor in reference to my interpretation of the game mode. We were considering the King of the Hill mode to be like a Smash ball mode on Steroids. *** Basically, thinking of King of the Hill more like a frenetic/ attack mode. 2) The team free pitched the idea for King of the Hill Mode to be random. The game mode last(s) for approximately 5 minutes, and the King of the Hill has a crown over their head for exactly 50 seconds at a time (including if they are knocked off the stage). You score points by: knock off the King 3 points, knock off regular combatant 1 point. The match last(s) for 5 minutes with 50 second randomly timed spurts and 10 second (non-King) cool down time. So 250 seconds of active King time, and the value to get selected as King is randomly generated. While, in King mode you can knock an opponent to their demise for 2 points. Ideas, thoughts? Still a little different than the original premise that spanned the "King of the Hill" concept. The point system seems very solid. It gives the attackers a good amount of points to stay on top, while at the same time, gives the King the ability to defend and remain on top with some points. That's fine. Though I do agree with the time limit personally, I believe it shoud be adjustable, so it suits the needs of various players. Keep 5 minutes as the base time, but keep it adjustable for all players. Some players might want to play for only 3 minutes, you know? As for how the King is determined, that might need work. Though I understand the concept, randomly picking a player after 60 seconds is sort of unbalanced, because it does run the possibility of picking a single player to be King multiple times in one match, carrying a burden of always having to play defensively. That's why I personally believe it shoud be that whoever is picked King when the match starts, stays King until KO'd. Then the person who killed him is the next King, of course, with the points system intact. It adds a bit more balanced diversity, if you get what I mean. I would like to know your thoughts as well. A game mode like this should definitely be carefully made, and so far, we are both on the right track.
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Post by JaredG on Apr 24, 2014 13:57:57 GMT
ndukauba- I see. That is true, that it would be possible for say Player 3 to be picked 2 to 3 times during a 6 minute King of the Hill match with the setup I described yesterday. Yeahhh! I could see a more defined way like you mentioned with the character who knocks the "King" to his demise takes over for being the King. I wish that we had a large enough community to take a poll for what is desired most for "Game Modes", but we won't likely have a robust enough community until after the successful October Kickstarter where we demonstrate the actual "Alpha build". This time around instead of the proof of concept pre-alpha build we are currently showcasing.
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Post by ndukauba on Apr 24, 2014 20:41:21 GMT
Here's another mode, one that was requested in PlayStation All-Stars Battle Royale, bit was never implemented
Spectation!
This is self-explanatory. If you are playing online, and you want to be in the match, but only watch, Spectation is perfect. That way, you can view any match without interfering. In the character select screen in Online Mode, you'd have the option of selecting a character, or spectating. If you select spectate, you are instantly brought to match making, so that you can sit, relax, and enjoy some fights.
Another mode is one that was DESPERATELY desired for PlayStation All-Stars Battle Royale, but was also rejected.
Online 1v1 Mode!
Have you ever just wanted to go online and completely demolish people 1 on 1? Well now is your opportunity with Online 1v1 Mode! It's pretty self-explanatory. When online, you can select whether you want to play 1v1 Timed, the most common, 1v1 Stock, or a vast variety of other game modes, and test your strength and skill against another opponent.
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