Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
Thanks

I'm using various sound effects to emphasize the moves.
really few of them are actually "broken bone sounds"
These particular sounds are spawn by an entity when the move finishes enemy.
(Eg. submission move)

The move display is not exactly what I was looking for initially.
It was meant to be a ceiling hold (locking legs and arms)
But to avoid creating more damage sprites, I used a combination of "camel clutch damage" and "boston hold damage"

for most grapple moves I use "sweat sparks"
When the grapple move actually break a bone or hits ground I use a regular spark (but a really fast one) It was really hard to tak the screenshot :)

I like you idea of damages affecting enemy's values.
It seems a little hard for me, but I would gladly add such a system to my wrestling mode :)
It could be something like

Head/neck damage = reduce MP by 5% or 10%
Back damage = reduce defense by 2% or 5%
Arm damage = reduce all attacks by 2% or 5%
leg damage = reduce walk/run speed by 2% or 5%

For the moment, pinning system is only based on enemy's life level.
With a small random factor on it.
It makes sometimes possible to pin an enemy with 15% of life, but it's really rare.
An enemy with 5% of life would be pinned easier.

I'm thinking of adding a bonus score value with winning is done by pin (only in wrestling mode)
 
nedflandeurse said:
I like you idea of damages affecting enemy's values.
It seems a little hard for me, but I would gladly add such a system to my wrestling mode :)
It could be something like

Head/neck damage = reduce MP by 5% or 10%
Back damage = reduce defense by 2% or 5%
Arm damage = reduce all attacks by 2% or 5%
leg damage = reduce walk/run speed by 2% or 5%

This means that all your characters should have balanced moves that can damage all the parameters, otherwise the game might be broken with certain characters and unplayable for others.
 
Yes, it's obvious to me :)

Perhaps some enemies in Wrestling mode will be specialists of attacks aiming the legs or somewhere else.

Anyway, I will not really try to develop this, since I have no existing code base to use for the moment.
 
Miru said:
Damn, the sleeper hold is such a slick, crunchy attack.

Thanks.
You're talking of Surfboard/ceiling hold, right?

Since the last year I don't have much time to progress on this game system.
But I would love to see it completed to actually start coding levels. (again, scripting is complex for me and I don't want to bother too much friends with awesome scripting/coding skills)
Sometimes, I'm asking myself if I should not consider hire someone to complete the game system features.
If it was already done, some beta demo would have been released.
I'll consider working again on it when I have some more time to struggle into scripting/coding :)
 
you can find basics for c programming tutorials on youtube I found them very helpful.

there is nothing more rewarding then writing a code and it working the way you wanted.
 
Thanks Malik
c coding seems very hard to me.
I tried a bit in the past and where discouraged fastly.
I'm artist/litterary type, and maths/sciences have always been a weakness to me.
but I'll try again.
 
Some news,
for those who looked at my help last thread.
I tried to add some AI features based on enemy's life level.
It was a total failure, so I'll give up on it. My IRL life already kills me, I don't need more trouble. I'll go back to some basic stuffs.

Last thing implemented, ring climbing system, with the help of you guys, particularly Bloodbane. It's working, but for the moment it is a jump anim.
very slow, bad looking, It's even better to actually jump, but...

I'm coding an antiair throw for Rachel.
Spriting it from scratch takes me some time, but this is where I'm good. Not tryining to script stuffs :)

Next step will be trying to create turnbuckle climb system
Then irish whip/ropes interaction. I have some idea about how it can be done.
I'll do it later.

I did some crappy temp preview of the regular+unlocked heroes select screen.
It will be for the World Tour/world Arena mode (not wrestling modes)

v89HWWj.jpg

wrestlers/grapplers (in all modes)
-Rachel
-Aaron
-Kisarah (Haters will hate)
-Vortz (I like this big guy from Tuff E Nuff!)

Street Brawlers/Martial Artists
-Long (Highly inspired by Hiryu no Ken's Ryuhi)
-Soo-Yun (Based on Yungmie from Karnov series, NOT Suiko Enbu's ugly sprite set)
-Street Brawler (based on PI Keith Wayne)
-Ryoko (Ryoko Kano from Karnov series) (And yes she's a grappler as well, but...)

Other hidden characters (with a simplier game system)
-Some of the bosses.
-Some of the other wrestlers.

The idea is to have Rachel and Aaron at start then unlocking Kisarah and Vortz for all modes.
All the other characters will be unlocked later and be playable in non-wrestling modes.

So, for the moment, I'm still fixing Rachel (my template)
She have the more complex and advanced system.
Once done, she can be used to create all the other entities.

Aaron will have a more advanced grapple system, but nothing I cannot code, so no problem.

Kisarah will be very easy to code/sprite, because her system is simple and AODK provides all the elements needed for my game system. Grapple, 3D move, walk...

Vortz will be a bit hard to sprite, but he will not have a lot of sprites.
And I definitly want to have this grappler in my game.

All the street brawlers/martial artists will be easy as well. (simple system, good base)
 
So you did make Vortz's sprite larger without it being too obscene. I'm admiring your progress so far.

Looking forward to playing as Vortz the most.
 
Nice, Ryoko.

Actually, you could try to blend her with the Ryoko from World Heroes to have a very complete judo experience, I love both. :P
 
John_Kuey said:
So you did make Vortz's sprite larger without it being too obscene. I'm admiring your progress so far.

Looking forward to playing as Vortz the most.

Yes! I like Vortz, even if back in time I was mostly a Syo/Zazi Player, I developped now an interest for heavy powerful grapplers (and very fast small characters as well)

Vortz sprites will be based on this guy sprites
http://www.vgmuseum.com/end/arcade/d/bkd9f.htm

But I'll definitly use some of Vortz sprites for the most emblematic moves he have.
Thanks to rotsprite it will not need a lot of work (out of taking of his shirt)

Don Vecta said:
Nice, Ryoko.

Actually, you could try to blend her with the Ryoko from World Heroes to have a very complete judo experience, I love both. :P

At the start it was going to be WH's Ryoko.
Then I changed my mind because Karnov's version is more like a traditionnal Judo character.
Anyway, I will use some of her moves as well.

O Ilusionista said:
Man, I love all of this :)
\
I tried to add some AI features based on enemy's life level.
It was a total failure, so I'll give up on it.

Check my reply there :)

Thanks buddy!
Checked! I think this is not the moment to give up :)

I knew you would like it, by the memories of what you did for Mugen community, I can say you like several fighting games, (and games in general), not only the general StreetFighter-Kof-SOR-FinalFight mainstream stuff ;)
 
Some fun stuff I'm experimenting.
Chair interaction. (sprited from scratch)
For the moment it works like rolling barells.
I0SdBLX.jpg

But I would love to make some more advanced interaction:
-It have a very small level of "life" (can take a couple of hits before to break)
-make it slide a bit (multiple times until the chair life is 0)
-when life 0 is reached it disapears and spawns a chair item to pick up (weapon)
-if someone is hit (pain anim - not falling) and have the chair in the back, they will land dizzy, sitting on chair.
-chair can be stopped by walls and other obstacles
...

I'm thinking on ropes as well.
The idea would be to replicate interactive ropes from wrestling games.
 
That sounds fun!

Also, for Ryoko, see if you can use the WH Ryoko's voice (it's sweeter and nicer than Kano's), just my opinion, hehe... :P
 
Don Vecta said:
That sounds fun!

Also, for Ryoko, see if you can use the WH Ryoko's voice (it's sweeter and nicer than Kano's), just my opinion, hehe... :P

Yes, I'm pretty OK with that.
Even if ADK games's voices are pretty bad in term of audio quality (reverbate/echo)

It's a little early to really decide it, but Ryoko will certainly have a brand new voiceset.
Same for Kisarah (One sure thing is I will not use her horrible NGBC girly voice)

Will be the same for Vortz since his voiceset is very limited and his 16bits digit voice is very strange.
 
Some test with turnbuckle climbing.
Don't "freakout", for the moment, it's only a platform, and I'm doing a taunt on top of it.
BRY9RiD.jpg


But the idea would be to make it interactive.
Perhaps by editing ladders script.
or a variation of ring climbing code

I would love to have 2 possible interactions.
-If player is hit and have the turnbuckle in the back, he will go to a custom dizzy anim.
-if you run to turnbuckle, you go to turnbuckle stand anim then you can cancel to :
      -homing dive attack
      -homing drop attack

I think I'm in a period of time, where I try a lot of stuffs to be sure at least few of them will be implemented in the game. I'm still adding a lot of features to the "rejected" list.
No possible with my openbor build or too complex to script or script not working :)

Also, since I'm thinking about ropes as well.
Do you know guys a way to make entity capable of going through walls during certain frames of an animation?
 
Hiatus for the moment.
Don't except something for a moment.
Since I cannot code even simple stuffs like stacked up platforms/walls.

I might get back when I have more time
suggestions are still welcome.
 
nedflandeurse said:
Hiatus for the moment.
Don't except something for a moment.
Since I cannot code even simple stuffs like stacked up platforms/walls.

I might get back when I have more time
suggestions are still welcome.

I know your feeling. But remember we are here to help, whenever is possible.
 
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