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Game Design Theory / I want to create a character customize system for a fighting game.

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ascension
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Posted: 22nd May 2013 16:11
Well I've been thinking for a very long time how we could create a truly unique fighting game. The only answer I got is having a very in depth character creation screen. where you could not only choose your look, but your fighting styles, and your special moves.

I remember playing mortal kombat as a child. It was our house ( me, my brother, and brother law) against my best friends household. It was extremely fun but after a while it ended with cyrax vrs cyrax, sub zero vrs sub zero, lui kang vrs lui kang. The list goes on. I always wanted a character where no one else could play as. Thats one reason i love rpgs you could have your own unique character that could be tailored to you. Your I've been thinking for the last couple of years having a character creator, to create your fighter would be truly unique in the fighting game genre.

I'm not thinking soul calibur character creator, but something like chromehounds where you have to spend just as much time upgrading your mech as you do fighting. as your character wins fights you could add special moves. Please let me know your thoughts.
Fluffy Rabbit
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Posted: 23rd May 2013 04:54
When I think of a character creation screen, I imagine something like what Second Life has. The player designs the specific appearance of their character in detail (gender, size, race, hair, basic clothing) and different accessories can be acquired later on. A fight move is like an accessory.

Have you ever played Fighter Maker? Similar concept, but perhaps poorly executed.

Ortu
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Posted: 23rd May 2013 05:00
sounds like a good idea, adding a sort of rpg progression and ustimization of skill set could add a lot of depth to a genre of typically 'shallow' games, without cutting in to the action.

Shazam!
ascension
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Posted: 24th May 2013 01:27
well that is what I wanted, I love thing like naruto where you start as a loser and progress to ultimate ninja. So I want this game you choose member of the forest, which uses animal powers and can change there bodies. or you can be human and change your weapon.

I was also thinking of a system for spectators online that can watch matches and gamble on the outcome to buy advancements. I was trying to think of ways to increase the playability
Fluffy Rabbit
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Posted: 24th May 2013 06:54
Yeah, a spectator mode sounds like a good idea. Online play will probably come later, though. It's pretty hard to program this networking stuff.

I've never seen Naruto, but it sounds pretty stupid. You're suggesting that you can play as some non-human animal and change into another animal, but as a human you only get better weapons? That's lame. If you're going to do that, why not have humans as an evolutionary step? You play as little monkeys, then chimps, then some post-Australopithecus afarensis pre-neanderthal "missing link", then humans, then 8 foot tall bald space elves.

ascension
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Posted: 24th May 2013 08:09
not quite what i meant, for the forest you play as an elve , orc style creature. Not really human but human ish. You can have a final stronger form that is more of a monster form. Similar to having a human form, then tuning into a werewolve.


the humans will have say a sword, then be able to change that into a badass full weapon. Your last form is meant to be over the top and powerful, but short lived,
ascension
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Posted: 25th May 2013 00:19
small update on the various fractions you can play as from the forest.


Considering it's Friday I wanted to take some time and give some updates on the different fractions within the game. The inhabitants of the forest are called Ardenians, the forest world they live in is called Ardenia ( great forest) it borders the human world.

they have a human form that all players start out as called Avari. From there you can pick the fraction they belong to. You can choose to be a MYSTWEAVER which turn into half man, half animal monsters. Werewolves would fall under this category.

you can choose to be one of the WHISPERS which turn into elemental monsters, and use elemental powers. So they will rely on things like water, fire, wind, earth, and lightning.

or you can chose the final member of the forest which are the ENTS. Ents are the oldest inhabitants of the forest and will resemble giant tree monsters, and rely more on there brute strength.

we will be posting the various human factions later today.
Van B
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Posted: 27th May 2013 14:41
A good example of this might be the UFC games - they let you create a fighter, add tattoo's, body shape parameters etc etc - then you upgrade your character. Then, once the single player game is complete with that character - he retires and is only available in some of the game types. This means that you can fight among upgraded characters seperately, and is actually one of the more interesting aspects.

I guess that making changes to the skin is easiest, adding tattoo's etc etc, but making changes to actual geometry might be a bit of a stretch. I mean, I really think that if it can't be implimented easily, it'll eat up a lot of your development time for a fairly measly reward. I'm not sure what options you have in Unity for making changes to characters. In DBPro, I would probably use vertex adjustments, or scale bones, and it would still be damn difficult I think. I would suggest doing some experiments first, see how you can randomly affect a characters proportions, if animation still works after that, if texturing is still good, that sort of thing. After that you'll know yourself just how much you can sensibly change.

Maybe it would be enough to just customize a character, not the actual mesh but the textures, add tattoo's, change colours, add patches to clothing, change hair maybe. That would be a lot more straightforward and would have no chance of detrimentally affecting your animations or models.

I got a fever, and the only prescription, is more memes.
ascension
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Posted: 27th May 2013 17:04
good call Van B, I'm taking some extra money i saved up and paying a developer friend of mine to work specifically on the character customization and he ha done test. We are going to have two options. We are doing test to see which one is easier.


option 1 make various meshes, such as skinny, fat and let you pick those options so you will have three body types, fat, skinny, Buff and can pick one of the three to load. ( already possible) then change things like textures.

option2 is more advanced and might not be possible. we are going to make two meshes, fat and skinny and try to use morph targets on a slider to let you pick the percentage.

option 1 is possible, so right now we are going with 1 and going to do test to see if we can move to option 2.

HOWEVER I THOUGHT IT MIGHT BE COOL TO POST A SCREENSHOT OF THE WIREFRAMES.

TechLord
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Posted: 23rd Jun 2013 04:17 Edited at: 23rd Jun 2013 04:39
Hi ascension,

I like the concept. In fact, I wanted develop a customizable fighter game too. In-game customization is one of my favorite features and inspired MECS which is the basis for my current project UMECHS. UMECHS is a core module in the Arcade Komodo Soft Console Framework. The premise 'Customize Everything!'. My R&D for UMECHS may be of interest to you.

ascension
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Posted: 8th Jul 2013 02:47
sorry for the late reply. i will still be including a character customizer, but right now I am focusing all assets on creating a short demo to test our engine we are working on.

after which i will begin work on the character customizer again.

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