Mr.Q!
Well-known member
Jugglecost is a very good way to balance things besides AI. Well, the more moves you add the more different it will get. I faced this with Fight Forever and I took the rout of having my characters doing hundreds of things if you have enough creativity, I don't care, people that might want the closest experience to orginal FFight should either play the actual game or just focus on doing punch, jumping kicks, and grabs. Like I said, usually it's up to the player, I know there are people that actually care and limit themselves to test their skills, they even record they longruns this way as a challenge, then there are others that go for a stylish gameplay, either of them are ok.
The more important thing is, you are the one that should be having fun playing the game. At the end of the day, you are sharing your vison of things, so it's up to you all the time about what is in the game and whatnot.
I want all characters to be feral beasts in my game and I don't care, lol, because I know enemy AI will limit people trying to show off with long combos, they will have to earn it. They can go in a safer route and try just mashing the attack button like the original game and that's it, problem solved. As for the replay value, branching would be great because I will tell you my honest fear on this project:
I have seen so many new areas for the original stages that this game might be aimed for the dudes that have very short time to play and like saving their runs to resume them later, because for me, I would never play a beat¿em up that goes over an hour long more than once. Having new areas introduces harder enemies from the game earlier than they originally appear, so maybe at later stages there won't be any surprise factor/nothing new to expect other than making the enemies having more than 1 AI pattern maybe? or having a larger group of enemies for the sake of difficulty. It is a very risky scenario, hopefully you can balance things and make the game a fun experience and not a tedious one.
The more important thing is, you are the one that should be having fun playing the game. At the end of the day, you are sharing your vison of things, so it's up to you all the time about what is in the game and whatnot.
I want all characters to be feral beasts in my game and I don't care, lol, because I know enemy AI will limit people trying to show off with long combos, they will have to earn it. They can go in a safer route and try just mashing the attack button like the original game and that's it, problem solved. As for the replay value, branching would be great because I will tell you my honest fear on this project:
I have seen so many new areas for the original stages that this game might be aimed for the dudes that have very short time to play and like saving their runs to resume them later, because for me, I would never play a beat¿em up that goes over an hour long more than once. Having new areas introduces harder enemies from the game earlier than they originally appear, so maybe at later stages there won't be any surprise factor/nothing new to expect other than making the enemies having more than 1 AI pattern maybe? or having a larger group of enemies for the sake of difficulty. It is a very risky scenario, hopefully you can balance things and make the game a fun experience and not a tedious one.

