ZX Virtuous
Good, good...people's input is making me think about what I should and shouldn't implement in my fighting system. My most recent plan as far as the cast goes was to have half of the characters use weapons of some sort and half the cast fight hand-to-hand. Sort of a TEKKEN meets SOUL CALIBUR type-deal...unrealistic damage-taking and all (for SC any ways, as getting impaled by a sharp object usually begets death in 1-2 blows). Clearly not a real-to-life fighter, but there will definitely be aspects close to the real deal.
Which leads to another question: Are juggles ABSOLUTELY NECESSARY in a 3D fighter? I'd prefer to do something more like Tekken 4 or Virtua Figher 4 Evolution, where juggles don't carry for very long (actually, I don't know that for either game anymore, as I played both very scrub-like---), but can still take place. They would still exist in the gameplay system I'm working with alongside normal combos, don't get me wrong, but there wouldn't be so much emphasis on using them to win matches. Or if they were emphasized, they'd require precise timing---not so much Just Input execution, but a sharp eye towards where a followup move will land...and whether said move will continue a juggle or end it.
Well, keep discussing the art of successful fight game engines, and I'll take notes for my future reference. Do keep posts informative and specific...I prefer not reading vague answers. Thank you again. Have a better life than you had yesterday.
Z=
I'd love to see a game like that that doesn't involve juggling.
Personally, I don't like anything that renders another player helpless other than being knocked back (as in dead or alive's exaggerated physics).
Juggles are boring to me, as they reduce a bare knuckle fight down to a round of hackeysack. Small juggles are fun, but they shouldn't be spammable.
If it were up to me, I wouldn't even have people knocked down OR up, just back.
Juggles are meant more for those who aren't suited to engage in actual combat, it gives them a chance to do reasonable damage without having to worry about an opponent that can fight back. All they need to do is land that first launcher, and that's a bunch of free damage, right there.
Again, my own opinion is that there's shouldn't be knockdowns, or knockups, just knockbacks.