Concept Project NIN Strikers

Idea or proposal that does not yet have substantial progress.

ChrisFalconSTB

Active member
I've been posting some pictures of a HUD in my status profile - And that's because I've been trying to come up with a design that's clean, functional and at the same time, looks cool.
And Piccolo's Modder tools helped me A LOT with adjusting fonts without any hassle. You guys here rock.

Select.gif nextstage.png Screentemplate.png

Jin Chonrei's stage makes for a PERFECT character select screen. And... Yu-Gi-Oh in GBA has the "perfect" town map to use, that isn't ANOTHER use of Southtown. Jipang city in Savage Reign has the playable stages already defined with detailed artwork (such as Carol's stage in the Amusement park, the ninja brothers in the pagodas or Eagle's stadium) and I don't really think I could use these specific landmarks; Also, I added a template for the menu screens.

Once upon a time I tried to make a module here. Yet still, hype and enthusiasm of newcomers eventually get face-first into the wall of problems. So, instead of just promising things of which I don't even know if they're gonna happen anyways, Maxman suggested I went for taking a step at a time.

Project Nin Strikers is something I've been conceptualizing for a while - remaining ideas from a mod I ended up giving up when I realized that the limitations and the intended results would be at odds with each other.

The idealized plot is as follows:

Thirty years ago, an organization known simply as "Ghost" unleashed terror in the city of Neo-Noah. "Ghost" ruled Neo-Noah with an iron fist, and crime was a daily routine. Powerless, the citizens watched as their lives were shattered by this organization. One day, however, a group of warriors who mastered the way of stealth, the "Sumeragi" and their fighting style, "Ryūtama Ninpō", fought on, liberating Neo-Noah from the clutches of "Ghost".

Peace returned to the city as
"Sumeragi" returned to the shadows. The "Ryūtama Ninpō" was not needed anymore, as the citizens delighted themselves in the newfound prosperity and tranquility. Until that day...

Strange reports of a building known as
"Ironfist Castle" spread like fire. "Ghost" was a threat long forgotten...

But then,
"NEO Ghost" rose from the ashes of the former criminal empire. "Sumeragi" was their first target. Their art was a threat to their newfound power. To keep their grip in the city, "Sumeragi" should be eliminated completely. In the temple of "Myouken", the ninjas held the "Scrolls of Nine Dragons", a treasure that held the knowledge used to vanquish "Ghost".


"NEO Ghost" led a raid to the temple, in hopes of stealing the scrolls. "Sumeragi" ninjas were defeated by the ruthless army of evil, but some survivors decided to take the fight to the streets of Neo-Noah and erradicate "NEO Ghost" once and for all.

Awaken your
"Ryūtama Ninpō" and strike evil at its core!

So, the idea is simple: Evil organization comes to town, takes over everything. Ninjas appear, send them packing. Bad guys return, start a ninja hunting season, and those lucky to survive are tasked with the plague extermination service. In a sense, it's your typical B-movie martial arts flick plot, but with a spice of anime and webtoon.

I don't have experience coding or even making games, but there's a first time for everything. Still, I'm trying my best to not make another FFLNS. And... there's no more dumplings as well.

For the gameplay, focus is on juggles and air combos. I plan to have bosses "burst" once they get hit enough times (Like it happened back in Elsword, one of the few good things that game had) so players won't be doing MVC2/KOF 2002/SVC Chaos touch of death stuff. For example, once a boss gets a total of like, more than twenty hits in a combo, aerial rave or juggle, they simply snap, fart a shockwave and players trying to LEARN A FUKKIN INFINITE are sent to the ground.

But it would be simply unfair to give bosses tools to stop the players from doing their KOF CYBERFANATIX demonstration without giving the heroes the chance to give the finger to the show-stopper and keep on with the kick-ups. A perfect parry that makes enemies stagger. And, last but not least, a "kawarimi no jutsu" (the famous ninja wooden log stuff) for when crowds gather.

I also plan to put an attack that sends enemies flying, like MVC launchers. But they're gonna have a hefty cost as to avoid being spammed in infinite combos.
 
Are the ninjas so well hidden that they're not visible on the character selection screen?
What type of character do you plan to use overall, and what style of graphics will you use (KOF style or custom)?

Good luck and a great start to your game ;)
 
For example, once a boss gets a total of like, more than twenty hits in a combo, aerial rave or juggle, they simply snap, fart a shockwave and players trying to LEARN A FUKKIN INFINITE are sent to the ground.

That's pretty much the worst possible mechanism you could have for limiting combos. It would be okay to use extremely rarely, like one or two enemies at MOST, but otherwise reeks of lazy design in every game it shows up in and removes all semblance of player agency.

If you want to mitigate air combos, look into antigravity (to give models weight class), juggle points, and lift scaling. Those can all do the job more organically and allow player expression while stopping infinity cheese.

DC
 
That's pretty much the worst possible mechanism you could have for limiting combos. It would be okay to use extremely rarely, like one or two enemies at MOST, but otherwise reeks of lazy design in every game it shows up in and removes all semblance of player agency.

If you want to mitigate air combos, look into antigravity (to give models weight class), juggle points, and lift scaling. Those can all do the job more organically and allow player expression while stopping infinity cheese.

DC
Thanks for the insight. I'm already checking juggle points and anti-gravity in the manual, and gonna make some experimentation with them later.
 
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