Quest Fighting Game: Difference between revisions
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Image:Burichan.png|Burichan-style character select mockup | Image:Burichan.png|Burichan-style character select mockup | ||
Image: | Image:Kusaba.png|Futaba-style character select mockup | ||
</gallery> | </gallery> |
Revision as of 18:52, 29 September 2009
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
Candidates: Mugen(No Netplay) Building it from scratch (tons of work) Gyro's engine (would have to wait on Gyro finishing it) Fighter Maker 2000 [FM2K] (Netplay, exportable/importable characters/movelists - ogod it is nine years old and why does it only support 256 colors)
- 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.
- Game resolution is 640x480.