Quest Fighting Game

From questden
Revision as of 13:40, 27 October 2009 by 137.28.242.42 (talk)
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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
       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.
  • 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