Quest Fighting Game: Difference between revisions

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Image:Walk_Back.gif|Every character needs one. Same as walk forward, but backwards and slightly slower. If you want to be awesome, you could have walk back and walk forwards similar but slightly different. If you want to be crazy awesome, you could have them be two different things entirely.
Image:Walk_Back.gif|Every character needs one. Same as walk forward, but backwards and slightly slower. If you want to be awesome, you could have walk back and walk forwards similar but slightly different. If you want to be crazy awesome, you could have them be two different things entirely.
Image:Crouch.gif|Every character needs one. Could be a single frame if you wanted.
Image:Crouch.gif|Every character needs one. Could be a single frame if you wanted.
Image:GotoCrouch.gif|Not absolutely vital, but makes things looks nice and is only one or two extra frames, unless you feel like making more.
Image:GotoCrouch.gif|Highly recommended. Usually one or two frames, and the frames can be re-used in dozens of animations. Would likely save you work in the future.  
Image:Stand.gif|Every character needs one. Could be three frames of the character moving slightly up and down, could be twenty of the wind blowing the character's clothes, could be a generic fisticuffs motion.
Image:Stand.gif|Every character needs one. Could be three frames of the character moving slightly up and down, could be twenty of the wind blowing the character's clothes, could be a generic fisticuffs motion.


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Revision as of 16:21, 3 November 2009

File:Picture.png
Artist's Rendition

A crossover fighting game, with a simplistic control scheme. It would have a control scheme similar to the Touhou fighting games or Smash brothers, IE: the effects of hitting a button are not the same as hitting the button and forward, and neither of those two commands are the same as hitting a button and down.

Quarter circle forward, quarter circle back, and down down are all agreed upon as special move inputs, but several people don't want forward down forward and back down back included. Every character will have three standard attack buttons, weak, hard, and unique. Unique would be something like having Tav shoot rods, or a power swing for Beardbeard.

Things to do

  • Decide on an engine: done. FM2K
  • Everything else.

Things the artists care about

  • Character select portraits should be 320x240.
  • Character select head shots should be 58x58.
  • Dongman, who is roughly seven feet tall, stands fully erect at about 256 pixels. (Oh I get it -GREEN)
  • Game resolution is 640x480.
  • Movelist
  • Damaged animations: Weak hit, hard hit, weak hit crouched, hard hit crouched, tripped, air weak hit, air hard hit, air knockdown, launched back, launched up, launched at angle, thrown. Air knockdown happens after air hard hit; the launched animations could just be rotated. Weak hit animations could just be the first few frames of hard hit.


Sprite References