Author Topic: Fighting game control schemes  (Read 2589 times)

Offline Chaosmancer

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Fighting game control schemes
« on: September 12, 2011, 08:23:58 AM »
As part of my college course, I have to come up with three ideas for games, one of which is a 3D fighting game. I have decided to make this thread to see which control schemes people find easiest to deal with (of course, this will only really be of use if I can get enough opinions by very early tomorrow/my idea gets picked).

Essentially, the idea is a 3D fighting game with buildings as the fighters. It will be played on the Xbox controller if made, so if you have any other suggestions for button layouts, use that.

...I think that about covers it, just tell me what schemes are good/give me a new one, and possibly an explanation as to how said scheme works.
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Offline Scourge of teh Galaxy

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Re: Fighting game control schemes
« Reply #1 on: September 12, 2011, 08:25:11 AM »
Not too long combos, think hack n slash :3

aka Heavy Attack, Light Attack, Dodge, Skill
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Offline Chaosmancer

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Re: Fighting game control schemes
« Reply #2 on: September 12, 2011, 08:34:49 AM »
Not too long combos, think hack n slash :3

aka Heavy Attack, Light Attack, Dodge, Skill

Hmm... I suppose it is a possibility, but I have never played an actual fighting game with Hack 'n' Slash controls. Somehow I doubt that it would be that balanced with Hack 'n' Slash controls... that, and I don't think that buildings would be easily controllable with Hack 'n' Slash controls
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Offline nightcracker

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Re: Fighting game control schemes
« Reply #3 on: September 12, 2011, 08:37:33 AM »
Don't worry about controls yet, first get something on the screen and make it move.

But how the usual combos are remembered is like this:

User presses A
Basic attack performed
Control sequence: [A]

User presses A
Spinaround basic attack performed
Control sequence [A, A]

User presses B
Special stab attack performed
Control sequence [A, A, B]

User presses A
No attack mapped to [A, A, B, A], clear control sequence
Basic attack performed
Control sequence: [A]

Offline Chaosmancer

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Re: Fighting game control schemes
« Reply #4 on: September 12, 2011, 08:42:21 AM »
Don't worry about controls yet, first get something on the screen and make it move.

Haven't actually started making, it's just the fact that I thought that it might be worth mentioning different control scheme possibilities on the presentation, and decided that this may be the best place to get opinions on which ones would be best (despite how the game probably won't be chosen). Of course, I will only be adding a slide if I get enough opinions, and they will only get used if my idea gets chosen (if it doesn't get chosen, this thread will become pointless unless I decide to try to create it myself).
Yes that sequence of words I just said made perfect sense.

Offline NFX

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Re: Fighting game control schemes
« Reply #5 on: September 12, 2011, 09:21:54 AM »
Basic Attack High: A
Basic Attack Low: B
Power Attack High: Y
Power Attack Low: X
Block High: RT
Block Low: LT
Move: Left Analog Stick/Directional Buttons
Hopefully that's a simple enough starting point. =)
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Offline ty4er

Re: Fighting game control schemes
« Reply #6 on: September 12, 2011, 09:29:37 AM »
Basic 1: space
Basic 2: R shift
Moving: arrow keys
Sheild: /

rather basic stuffs.
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is this bot don't lost all razors in a fight before do a damage thought

Offline Chaosmancer

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Re: Fighting game control schemes
« Reply #7 on: September 12, 2011, 09:35:21 AM »
Basic Attack High: A
Basic Attack Low: B
Power Attack High: Y
Power Attack Low: X
Block High: RT
Block Low: LT
Move: Left Analog Stick/Directional Buttons
Hopefully that's a simple enough starting point. =)

That sounds rather good, so would LB and RB do nothing, or would they be for specials (on the assumption that I have that sort of thing)? Or should they be projectiles (with the obvious projectile cooldown to avoid spamming)?

Basic 1: space
Basic 2: R shift
Moving: arrow keys
Sheild: /

rather basic stuffs.

How would that map to an Xbox controller?
Yes that sequence of words I just said made perfect sense.

Offline ty4er

Re: Fighting game control schemes
« Reply #8 on: September 12, 2011, 09:37:49 AM »
wait how did i miss out the xbox bit >.>

NFX's would be a good choice.
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is this bot don't lost all razors in a fight before do a damage thought

Offline Scourge of teh Galaxy

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Re: Fighting game control schemes
« Reply #9 on: September 12, 2011, 09:41:08 AM »
Basic 1: space
Basic 2: R shift
Moving: arrow keys
Sheild: /

rather basic stuffs.
For the Xbox, mate, not PC
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Offline GoldenFox93

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Re: Fighting game control schemes
« Reply #10 on: September 14, 2011, 06:25:22 PM »
That sounds rather good, so would LB and RB do nothing, or would they be for specials (on the assumption that I have that sort of thing)? Or should they be projectiles (with the obvious projectile cooldown to avoid spamming)?
I'd suggest performing specials via button combinations (IE- Down, Down-forward, Forward + Punch = Hadoken), and different kinds of block performed using the directional buttons- hold backward for a high block, down-backward for a low block, and tap forward, timed with an opponent's attack, to parry, much like in Street Fighter III: Third Strike.



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Offline Naryar

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Re: Fighting game control schemes
« Reply #11 on: September 15, 2011, 02:22:23 PM »
Strong/med/light high attack and strong/med/light low attack, with four main movement keys.


And all of these keys can be used for combos or blocking/parrying.

That is all.

Offline Chaosmancer

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Re: Fighting game control schemes
« Reply #12 on: September 15, 2011, 02:45:10 PM »
I was thinking against those due to the fact that they may be a bit complex if someone were new to the whole fighting game genre, much like the reason why I'm thinking against the Soul Calibur controls. But I will still put the ideas into the powerpoint (when I can be bothered to work on it)
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Offline Chaosmancer

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Re: Fighting game control schemes
« Reply #13 on: September 26, 2011, 01:49:23 AM »
DP because I don't think that modifying a message would actually notify people of something.

What would be the best way for movement to work? Do you think that Soul Calibur's 8-way run system would be best, or would a more freeform style like Dragon Ball Z Raging Blast 2 would be better?

For those who don't know DBZRB2, it is where the camera angle is centred behind you, and locked onto the enemy's position (it's probably better than my explanation makes out).
Yes that sequence of words I just said made perfect sense.