
MilqueChocolate
MemberBaragonOct-27-2019 8:39 PMHello G-Fans! Its been a while since I started any topics but this is a biggie. I've been pursuing game development as a side thing and want to apply what knowledge I have to a big game. This one being a couch-play Kaiju VS game. I'm going to give share some of the ideas I have for it currently and could definitely use some suggestions and opinions. This is something I actually want to commit to. What better to combine two of my favorite things: Kaijus and fighting games!
Only 2-Player
I only want this to be a 2 player VS. This way I can add more action intensive moves between players and make the combat immersive. What's more badass than a 1v1 fight to the death?
Open Map or Tekken Style?
Now I've been toying with both styles on paper. If I do it Tekken style (2-D camera angle with 3-D properties), there will be more of a focus on both players fighting and not the environment around them. This may get rid of some sense of scale to an extent, but the action itself between both players can be more intense. OR I can make it open map style like the Pipework's Godzilla games. The combat can be more wide-range and have an emphasis on destruction during combat. This may get rid of some sense of intense action but the destruction will have more focus. I'm still trying to toy with some ways to get the best of both worlds.
Cel-Shaded Art Style
I love cel-shaded art. Ever since playing Wind Waker HD its been eye candy for me. Now apply that to a fighting game, a Kaiju one no less, you can make the colors pop.
Hard-Hitting Combat
I want every hit you do to your opponent extremely satisfying. To feel the intensity of an uppercut or the power of landing a tail swipe, all while keeping the combat as a whole just fast-paced enough. If a monster misses an attack, you'll be able to see the effect.
Diverse Monsters
As a game should, diversity will be included in the roster of monsters. Reptile-types, Insect-types, and definitely mammals. However, each monster will be catered to uniquely. Some may be long-range fighters, others will be heavies, and some will be agile/close combat fighters. I want each monster to have its own personality. That way there, players can connect with the fighter they choose and decide to main them.
Music
I actually have not thought about how the soundtrack should be handled. I love epic orchestral music, but I'm not sure what genre would fit the gameplay.
Whew. You made it to the end! Hopefully, I didn't lose you haha. I would love some thoughts on what I have so far and I am definitely open to suggestions. I have a lot more ideas to sketch out and if the interest is there, I'd be happy to share more! Thank you for reading (assuming you made it to the end)!
Lil Update: I do have a concept for one of the playable monsters I've been toying with that I'll share. It is, of course, subject to change but I do like what I have so far.