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#Post#: 728--------------------------------------------------
Could have this game different from or more than Godzilla: Daika
iju Battle Royal?
By: sunnyleung Date: November 1, 2015, 2:28 am
---------------------------------------------------------
Well, since I saw BOA was actually taking reference on Godzilla:
Daikaiju Battle Royal, I tried this game a bit.
And the conclusion was that G:DBR was quite boring....
Here's my thought about G:DBR after playing a little bit (yes,
just a little bit. It's possible I miss some points...):
1. The movesets are too simple, especially the melee attacks.
There are only basic punch and kick for the melee.
2. After hitting the monster by whatever any attacks, the
animation of hitting is too simple. There are also no sound
effects for the Kaiju to show he feels painful when being hit...
3. No knockdown... Even when the opponent is hit by much
stronger attacks... How could that be possible... That's not
scientific...
4. No intro and too simple outro...
So here's my suggestions:
1. Add more movesets. At least when pressing punch or kick
button with direction button together, there will be a different
move.
2. Make some animation when the monster gets hit, e.g. monster's
head faces on opposite direction when hit to show he feels pain.
3. Add the painful showing sfx when the Kaiju is hit.
4. Add knockdown.
5. Add intro and outro, e.g. roar in the beginning then have a
narrator of "ready, fight". The outro can be the winner roars.
Other suggestions:
1. Add grappling, charging?
2. Round 1, round 2?
#Post#: 733--------------------------------------------------
Re: Could have this game different from or more than Godzilla: D
aikaiju Battle Royal?
By: AgentDrako Date: November 2, 2015, 7:24 am
---------------------------------------------------------
Funny you should say all of this. If you look at Bubbles sprite
sheet you can see that he has all of these things:
1. Different set of moves
2. Hit animation
3. Not sure about that but I'm sure it can be implemented
4. Bubbles has a KO sprite where his dome breaks and he flops
around
5. Not sure what will be done with that but Bubbles has his own
roar so that got to count for something. Narrator I'm not too
sure about though
#Post#: 734--------------------------------------------------
Re: Could have this game different from or more than Godzilla: D
aikaiju Battle Royal?
By: sunnyleung Date: November 2, 2015, 8:34 am
---------------------------------------------------------
[quote author=AgentDrako link=topic=149.msg733#msg733
date=1446470693]
Funny you should say all of this. If you look at Bubbles sprite
sheet you can see that he has all of these things:
1. Different set of moves
2. Hit animation
3. Not sure about that but I'm sure it can be implemented
4. Bubbles has a KO sprite where his dome breaks and he flops
around
5. Not sure what will be done with that but Bubbles has his own
roar so that got to count for something. Narrator I'm not too
sure about though
[/quote]
I see... Ok, that should be awesome!!
#Post#: 782--------------------------------------------------
Re: Could have this game different from or more than Godzilla: D
aikaiju Battle Royal?
By: G&G-Fan Date: November 6, 2015, 4:58 pm
---------------------------------------------------------
[quote author=sunnyleung link=topic=149.msg728#msg728
date=1446366504]
Well, since I saw BOA was actually taking reference on Godzilla:
Daikaiju Battle Royal, I tried this game a bit.
And the conclusion was that G:DBR was quite boring....
Here's my thought about G:DBR after playing a little bit (yes,
just a little bit. It's possible I miss some points...):
1. The movesets are too simple, especially the melee attacks.
There are only basic punch and kick for the melee.
2. After hitting the monster by whatever any attacks, the
animation of hitting is too simple. There are also no sound
effects for the Kaiju to show he feels painful when being hit...
3. No knockdown... Even when the opponent is hit by much
stronger attacks... How could that be possible... That's not
scientific...
4. No intro and too simple outro...
So here's my suggestions:
1. Add more movesets. At least when pressing punch or kick
button with direction button together, there will be a different
move.
2. Make some animation when the monster gets hit, e.g. monster's
head faces on opposite direction when hit to show he feels pain.
3. Add the painful showing sfx when the Kaiju is hit.
4. Add knockdown.
5. Add intro and outro, e.g. roar in the beginning then have a
narrator of "ready, fight". The outro can be the winner roars.
Other suggestions:
1. Add grappling, charging?
2. Round 1, round 2?
[/quote]
1. That would be cool, but it would probably result in each
sprite sheet costing more. $30 is already pretty expensive.
2. That is exactly our plan for the reaction animations.
3. Depends on who is making the sound effects.
4. That would be a great thing to add for the gameplay. The only
way I would know how to program that though is to have some
attacks knock down the opponent, and others don't.
5. That sounds like a cool idea.
6. Maybe. I'm not sure how grappling would work. Charging is a
possibility however.
7. I was thinking that you could set there to be 1 or 2 rounds
(I think anything more than 2 rounds would just be obsolete), so
people wouldn't be forced to play the same battle twice. I
honestly prefer only 1 round, because I don't see the point of
fighting the same opponent again after you just defeated them,
but adding a round 2 option would satisfy most gamers, so it
will be added.
#Post#: 783--------------------------------------------------
Re: Could have this game different from or more than Godzilla: D
aikaiju Battle Royal?
By: sunnyleung Date: November 6, 2015, 7:38 pm
---------------------------------------------------------
[quote author=G&G-Fan link=topic=149.msg782#msg782
date=1446850717]
[quote author=sunnyleung link=topic=149.msg728#msg728
date=1446366504]
Well, since I saw BOA was actually taking reference on Godzilla:
Daikaiju Battle Royal, I tried this game a bit.
And the conclusion was that G:DBR was quite boring....
Here's my thought about G:DBR after playing a little bit (yes,
just a little bit. It's possible I miss some points...):
1. The movesets are too simple, especially the melee attacks.
There are only basic punch and kick for the melee.
2. After hitting the monster by whatever any attacks, the
animation of hitting is too simple. There are also no sound
effects for the Kaiju to show he feels painful when being hit...
3. No knockdown... Even when the opponent is hit by much
stronger attacks... How could that be possible... That's not
scientific...
4. No intro and too simple outro...
So here's my suggestions:
1. Add more movesets. At least when pressing punch or kick
button with direction button together, there will be a different
move.
2. Make some animation when the monster gets hit, e.g. monster's
head faces on opposite direction when hit to show he feels pain.
3. Add the painful showing sfx when the Kaiju is hit.
4. Add knockdown.
5. Add intro and outro, e.g. roar in the beginning then have a
narrator of "ready, fight". The outro can be the winner roars.
Other suggestions:
1. Add grappling, charging?
2. Round 1, round 2?
[/quote]
1. That would be cool, but it would probably result in each
sprite sheet costing more. $30 is already pretty expensive.
2. That is exactly our plan for the reaction animations.
3. Depends on who is making the sound effects.
4. That would be a great thing to add for the gameplay. The only
way I would know how to program that though is to have some
attacks knock down the opponent, and others don't.
5. That sounds like a cool idea.
6. Maybe. I'm not sure how grappling would work. Charging is a
possibility however.
7. I was thinking that you could set there to be 1 or 2 rounds
(I think anything more than 2 rounds would just be obsolete), so
people wouldn't be forced to play the same battle twice. I
honestly prefer only 1 round, because I don't see the point of
fighting the same opponent again after you just defeated them,
but adding a round 2 option would satisfy most gamers, so it
will be added.
[/quote]
Thank you for answering that!! BTW, does that mean the SFX
designer is still not decided?
#Post#: 788--------------------------------------------------
Re: Could have this game different from or more than Godzilla: D
aikaiju Battle Royal?
By: G&G-Fan Date: November 7, 2015, 1:58 pm
---------------------------------------------------------
[quote author=sunnyleung link=topic=149.msg783#msg783
date=1446860309]
[quote author=G&G-Fan link=topic=149.msg782#msg782
date=1446850717]
[quote author=sunnyleung link=topic=149.msg728#msg728
date=1446366504]
Well, since I saw BOA was actually taking reference on Godzilla:
Daikaiju Battle Royal, I tried this game a bit.
And the conclusion was that G:DBR was quite boring....
Here's my thought about G:DBR after playing a little bit (yes,
just a little bit. It's possible I miss some points...):
1. The movesets are too simple, especially the melee attacks.
There are only basic punch and kick for the melee.
2. After hitting the monster by whatever any attacks, the
animation of hitting is too simple. There are also no sound
effects for the Kaiju to show he feels painful when being hit...
3. No knockdown... Even when the opponent is hit by much
stronger attacks... How could that be possible... That's not
scientific...
4. No intro and too simple outro...
So here's my suggestions:
1. Add more movesets. At least when pressing punch or kick
button with direction button together, there will be a different
move.
2. Make some animation when the monster gets hit, e.g. monster's
head faces on opposite direction when hit to show he feels pain.
3. Add the painful showing sfx when the Kaiju is hit.
4. Add knockdown.
5. Add intro and outro, e.g. roar in the beginning then have a
narrator of "ready, fight". The outro can be the winner roars.
Other suggestions:
1. Add grappling, charging?
2. Round 1, round 2?
[/quote]
1. That would be cool, but it would probably result in each
sprite sheet costing more. $30 is already pretty expensive.
2. That is exactly our plan for the reaction animations.
3. Depends on who is making the sound effects.
4. That would be a great thing to add for the gameplay. The only
way I would know how to program that though is to have some
attacks knock down the opponent, and others don't.
5. That sounds like a cool idea.
6. Maybe. I'm not sure how grappling would work. Charging is a
possibility however.
7. I was thinking that you could set there to be 1 or 2 rounds
(I think anything more than 2 rounds would just be obsolete), so
people wouldn't be forced to play the same battle twice. I
honestly prefer only 1 round, because I don't see the point of
fighting the same opponent again after you just defeated them,
but adding a round 2 option would satisfy most gamers, so it
will be added.
[/quote]
Thank you for answering that!! BTW, does that mean the SFX
designer is still not decided?
[/quote]
Yes.
#Post#: 789--------------------------------------------------
Re: Could have this game different from or more than Godzilla: D
aikaiju Battle Royal?
By: sunnyleung Date: November 7, 2015, 9:34 pm
---------------------------------------------------------
[quote author=G&G-Fan link=topic=149.msg788#msg788
date=1446926280]
[quote author=sunnyleung link=topic=149.msg783#msg783
date=1446860309]
[quote author=G&G-Fan link=topic=149.msg782#msg782
date=1446850717]
[quote author=sunnyleung link=topic=149.msg728#msg728
date=1446366504]
Well, since I saw BOA was actually taking reference on Godzilla:
Daikaiju Battle Royal, I tried this game a bit.
And the conclusion was that G:DBR was quite boring....
Here's my thought about G:DBR after playing a little bit (yes,
just a little bit. It's possible I miss some points...):
1. The movesets are too simple, especially the melee attacks.
There are only basic punch and kick for the melee.
2. After hitting the monster by whatever any attacks, the
animation of hitting is too simple. There are also no sound
effects for the Kaiju to show he feels painful when being hit...
3. No knockdown... Even when the opponent is hit by much
stronger attacks... How could that be possible... That's not
scientific...
4. No intro and too simple outro...
So here's my suggestions:
1. Add more movesets. At least when pressing punch or kick
button with direction button together, there will be a different
move.
2. Make some animation when the monster gets hit, e.g. monster's
head faces on opposite direction when hit to show he feels pain.
3. Add the painful showing sfx when the Kaiju is hit.
4. Add knockdown.
5. Add intro and outro, e.g. roar in the beginning then have a
narrator of "ready, fight". The outro can be the winner roars.
Other suggestions:
1. Add grappling, charging?
2. Round 1, round 2?
[/quote]
1. That would be cool, but it would probably result in each
sprite sheet costing more. $30 is already pretty expensive.
2. That is exactly our plan for the reaction animations.
3. Depends on who is making the sound effects.
4. That would be a great thing to add for the gameplay. The only
way I would know how to program that though is to have some
attacks knock down the opponent, and others don't.
5. That sounds like a cool idea.
6. Maybe. I'm not sure how grappling would work. Charging is a
possibility however.
7. I was thinking that you could set there to be 1 or 2 rounds
(I think anything more than 2 rounds would just be obsolete), so
people wouldn't be forced to play the same battle twice. I
honestly prefer only 1 round, because I don't see the point of
fighting the same opponent again after you just defeated them,
but adding a round 2 option would satisfy most gamers, so it
will be added.
[/quote]
Thank you for answering that!! BTW, does that mean the SFX
designer is still not decided?
[/quote]
Yes.
[/quote]
OK...
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