Mortal Kombat - The Chosen One

In Progress Mortal Kombat - The Chosen One MORTAL KOMBAT THE CHOSEN ONE 0.6.3

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The project is currently under development.
Are you sure your game will have a end ? lol
I write it because games more longueur than 1 hour 1H30 ... are so long :(
I love the games like on arcade ... almost 45 Min to end it :)
And when it's finished, playing an other :)
It's easier like it to found time to play it, and replay some levels we love.

I really wish you's will not be so long, or maybe has many chapters, separate in the main menu.
Or cut in 3 parts like some films ? Like Star Wars or Back To the Future ... it's the same story in 3 parts but with 2 middle end :D
 
Oh no!! The kind of moments that can me give up the progress in game!
If it's not too hard, I supposse it  can only be good!

Good luck!
 
nsw25 said:
easy fix would have a story mode and then make an arcade mode with trimmed down levels and story etc.

Yes it's a good idea :)
To have a Story mode for a long quest with many things to do and puzzle ....
And an arcade mode when we are stuck, if we want to run on a short game and fun game, to cut heads and make fatality for fun :)
Like some that love Boss Rush mode ... it's in the same spirit
 
Thanks for all the comments!

I can't argue that the game duration will be incredibly long for a beat em up, but I already had in mind to include several new game modes in addition to STORY MODE.

These would be the modes I have in mind:

- STORY MODE, the complete adventure
- ARCADE, a very brief version of the story mode (without puzzles).
- STREET COMBAT, a complete adventure that takes place alone in the city, facing the different gangs.
- STREET FIGHTER, an adventure that involves only the characters from that saga.
- DARK JUSTICE, an adventure where the only protagonists are Robocop and Batman.
And some modes that will explore the different locations of the game. How the visit to Ultratech, and the different realms of Mortal Kombat.

About the difficulty of these new stages, the puzzle can only move the 6 lines vertically, it takes a moment to locate which pillar moves each line, but it is not too difficult. The difficulty in this stage is that we must avoid the pillar with blades that moves across the screen, while we put together the puzzle to unlock the exit.

As for the labyrinth, it was a very difficult job to achieve, in terms of achieving the balance between the difficulty and the clarity of it when moving through it, logically due to the perspective. I did several tests, I even shared them with Bloodbane to see his opinion.
In the end I came up with an idea that managed to resolve visibility to move within it.
I redesigned the floor, placing a design at the junction of the tiles.
This design is only present in the joint of tiles that DO NOT HAVE a grid on top. Therefore, it becomes very clear where we can advance and where not to, if we look at the floor when we advance. At the beginning of the level this track is presented to us in the dialogues. And we also have a partial map at the beginning of the maze.
What makes this level interesting is the enemy that lurks and appears randomly, but I leave that for you to discover for yourself.

 
dantedevil said:
- STORY MODE, the complete adventure
- ARCADE, a very brief version of the story mode (without puzzles).
- STREET COMBAT, a complete adventure that takes place alone in the city, facing the different gangs.
- STREET FIGHTER, an adventure that involves only the characters from that saga.
- DARK JUSTICE, an adventure where the only protagonists are Robocop and Batman.

I love the idea, it will give us a good reason to play it a lot of time :)
 
- ARCADE, a very brief version of the story mode (without puzzles).
Yeah, I was about to give you this idea (which is something I am considering to my game too): a mode with only normal beat em up stages, for people who want just straight forward beat em up action.
 
Puzzles was by far my least favourite on the fist version. So much i had to dig into your files in order to rebalance, or even remove them entirely.
I love the fact you are willing to have an ARCADE puzzle-free mode, and a DARK JUSTICE mode which will fit Robocop and Batman characters "correctly" as their own game.

Thank you for all your hard work Dante, can't wait for its release.
 
spyroskonst said:
Puzzles was by far my least favourite on the fist version. So much i had to dig into your files in order to rebalance, or even remove them entirely.
I love the fact you are willing to have an ARCADE puzzle-free mode, and a DARK JUSTICE mode which will fit Robocop and Batman characters "correctly" as their own game.

Thank you for all your hard work Dante, can't wait for its release.


Thanks for your words and your support my friend!

All feedback is always welcomed to improve the game.  ;)
 
dantedevil said:
Thanks for all the comments!

I can't argue that the game duration will be incredibly long for a beat em up, but I already had in mind to include several new game modes in addition to STORY MODE.

These would be the modes I have in mind:

- STORY MODE, the complete adventure
- ARCADE, a very brief version of the story mode (without puzzles).
- STREET COMBAT, a complete adventure that takes place alone in the city, facing the different gangs.
- STREET FIGHTER, an adventure that involves only the characters from that saga.
- DARK JUSTICE, an adventure where the only protagonists are Robocop and Batman.
And some modes that will explore the different locations of the game. How the visit to Ultratech, and the different realms of Mortal Kombat.

About the difficulty of these new stages, the puzzle can only move the 6 lines vertically, it takes a moment to locate which pillar moves each line, but it is not too difficult. The difficulty in this stage is that we must avoid the pillar with blades that moves across the screen, while we put together the puzzle to unlock the exit.

As for the labyrinth, it was a very difficult job to achieve, in terms of achieving the balance between the difficulty and the clarity of it when moving through it, logically due to the perspective. I did several tests, I even shared them with Bloodbane to see his opinion.
In the end I came up with an idea that managed to resolve visibility to move within it.
I redesigned the floor, placing a design at the junction of the tiles.
This design is only present in the joint of tiles that DO NOT HAVE a grid on top. Therefore, it becomes very clear where we can advance and where not to, if we look at the floor when we advance. At the beginning of the level this track is presented to us in the dialogues. And we also have a partial map at the beginning of the maze.
What makes this level interesting is the enemy that lurks and appears randomly, but I leave that for you to discover for yourself.

I like when a game suggest very different game modes !
I really like this idea.
I can't wait to try the update!

This is basically the kind of stuff I have in mind for my own project.
 
kimono said:
A simple versus mode can be nice too for your Mortal Kombat game ;) .

I'm working hard to be able to include that mode as well my friend and it will be possible thanks to your help. ;)


It was time to update some movements that deserved to look better and it was the turn of the "Super Attack" of Liu Kang and Tusk.
Now they really look a lot better! :D

 
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Does that sound familiar?


Here you can see some of the new Bonus Stage that I have been working on and it will also be part of a new game mode called "SNAKE EYES", where we will have to overcome different challenges, following the same idea.
 
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I was wondering when that will be a thing in OpenBOR one day. Of course, you guys are more than welcome to tell me what other game in this engine did it first.
 
John_Kuey said:
I was wondering when that will be a thing in OpenBOR one day. Of course, you guys are more than welcome to tell me what other game in this engine did it first.

I believe there are some puzzles in Dungeons & Dragons Rise of Warduke, but not quite like this one. dantedevil has done a great job putting it all together.

DC
 
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