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Report RSS Absorber (1 - Stance, Move and traits/Background)

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Disclaimer, some of details/elements can be modified later. not definite.

While dealing the prototype (Managed to receive input within Unity, and other input issue to deal), I will leave additional details with concern to deal in game design/programming aspects.

Beat'em up is consists of multiple premade characters (e.g. Guy, Cody, Hagger in Final Fight). Although I enjoy trying them each character, I felt sometimes as "I want to use that move from other character during playing my current character". When I was playing Grim Dawn (ARPG), I felt pleasure of mixing skill (or move) from dual classes. Regardless of efficiency, I really loved trying each different class combo, despite of constant tight resources (mostly specific gears and components).

During self quarantine, somehow I played Mother Russia Bleeds again. when I tried Arena mode and acquiring specific drugs, Mother Russia Bleeds felt very different. When I tried it first time, it was good beat'em up, but with a bit barren with some issues as solo like long drug extraction time. After trying different drugs, each play style is very unique based which drug is being used, not character (All share same move set regardless, just with own stats). Except certain drug (Purple Rain), most drugs synergy well in co-op, not solo.

I wondered as one character with blank sheet class move set, which can be modified before/during gameplay. Long times ago, River City Ransom did it in own way. it starts as a generic character (Alex/Ryan or Kunio/Rikki) with basic moves, later they start to improve their stats along acquiring additional moves (Mach Kick, Circus, e.t.c.). Despite of enjoying it, I thought sometimes as "is there alternative ways than just grinding gang/highschoolers for money? Rather than simply improving stat, is there could be any elements that add flavour?".

With some experiences from Synthetik Legion Rising, Mother Russia Bleeds and Fight'N Rage, I decided overall pace of gameplay as Rogue Lite beat'em up, which Player need to manage their available options (e.g. stance, move and so on) in experimental manner for survival.

With some thoughts, I come up with some rough game play elements

in this post,

Stance, Move,Traits/Background.

Like the pitch, Stance, Move and Traits/Blessing are core aspect of combat at the moments. I decided to use Similar format like Godhand. Able to customize move within similar button set (Normal Attack, 1 directional button with Heavy Attack 1, e.t.c.) instead of complex fighting game combo (e.g. down + down left + left + Attack). I read from Martial Art articles that stance is crucial for pulling off moves. also, moves benefits heavily based on stances. thus, I designed as players choose stances with taking accounts of moves. yet, it should not be simply just "Higher defense, Higher damage". also, it should not be too realistic at all. Thus, I have to find middle ground (in my words, "plausible" senses) with adequate gameplay. For this matter, I have to research carefully on actual Martial Arts (in terms of how stance affect moves) and certain games handle brawler gameplay.

Trait/Background are factors for starting character each run (or maybe can be added/modified later). I want to approach similar as Synthetik. rather than sticking to premade character strictly like Beat'em up or some Rogue Lite, I thought few factors as modifiable at start. as I commented, I prefer as playstyle, not just simply different stats. some rough ideas are..

  1. Chem. User - heavily benefit from using chem, and gaining good/bad effects from withdrawl.
  2. Riot Guard - Ability to shield themselves by using big objects including grabbed/dead enemies.
  3. Slugger - Expert on (More benefit) using bludgeon and shotgun, certain moves.
  4. Smoker - Expert on smoke related actions like using Smoke grenade, using ciggies.
  5. Juggler - More benefit for air combo and gains extra benefit at throwing objects after juggling objects themselves (Inspired by juggling from Mother Russia Bleeds)
  6. Baller - Gain heavily benefit from taunting enemies and killing enemies by risky moves (e.g. mount on enemies) for healing own, and terrorizing nearby enemies (Inspired by Scarface : The World is Yours).

During research of Martial Arts, there are 7 factors (attributes) in stances.

  • Defense
  • Range
  • Balance
  • Flexibility
  • Security
  • Stability
  • Mobility

(I will post the source soon, I think it is from The Martial Way site/blog).

Games to check as priorities.

  1. Guardians (Denjin Makai 2)
  2. Battle Circuit
  3. Undercover Cops
  4. Godhand (can try when I get back my former workstation)
  5. other more... (If I have time)

I am posting here for clearing/checking my thoughts.

Thanks for reading this post.

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