New kaiju game from Matt Frank + Simon Strange [Archive]

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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Thu May 17, 2012 7:54 pm

Oasis_S wrote:And some time ago I mentioned it would be neat to see a more polished implementation of using buildings as weapons in the game, but I realized that's a major imbalance to the gameplay, isn't it? Since the weapons are automatically generated from the start, always in the same place, then it will always be the monster who is fastest that will reach it, yeah? And I guess to make up for that, the weapons themselves have to be weak, to the point of them not making a difference anyhow. If there was a reason for their removal in Unleashed aside from TIME AND MONEY, would it have been that?


That's basically exactly it. In StE we had a mandate from Atari to put in club weapons, so we did. But they were totally unbalancing. If, as you say, clubs were awesome, then whoever got one would have a huge advantage. But if we made them not awesome - then what's the point?

Well, the point was that supporting them meant more time an money. So we cut our losses and removed them.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby SpanishBulldog63 » Thu May 17, 2012 11:19 pm

jdude1996 wrote:anyone have a zilla moveset?


I think I got one:

Zilla(xbox-360 scheme)
A=Slash
A+up=Downward hammer-slash
A+down=Uppercut
A+towards opponent=Zilla steps forward and snaps at the opponent
A+away opponent=Rears back and lunges forward with a stronger bite

B=Kick
B+up=Zilla pounces on opponent to kick them in the chest(or where the chest would be)
B+down=Stomp
B+towards opponent=Headbutt
B+away opponent=Zilla jumps forward and slashes with one foot and a kicks with the other

X=Tail whip
X+up=Zilla does a front flip attacking with his spines
X+down=Tail sweep
X+towards opponent=Zilla takes a step forward and uppercuts with his tail
X+away opponent=Zilla swings his tail full-force like a club

Burrow=LT+RT

Not sure if this will be '98/'04 Zilla or G:TS Zilla, so breath weapon is up in the air.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Godzilla 2000 » Fri May 18, 2012 12:20 am

Mr. Strange wrote:That's basically exactly it. In StE we had a mandate from Atari to put in club weapons, so we did. But they were totally unbalancing. If, as you say, clubs were awesome, then whoever got one would have a huge advantage. But if we made them not awesome - then what's the point?


Why not make it so the clubs would break after a few hits?

Like say you pick up a smokestack. It lets you nail the opponent pretty hard, but after maybe 3 hits, it crumbles.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Zentenk » Fri May 18, 2012 5:06 am

I'd like a random generated city for online play, not a randomly selected city if you know what I'm saying. Say they have similar number of limited buildings/rock formations (45% small, 35% medium, 20% large), a certain percentage of the area is open (airport/river/sea port), a little bit of elevation change possible.

That would be the best but it also may be the most difficult to create.

Infinite side scrolling character select would be awesome, the icons are enlarged while selected and minimize, then fade as they near the edge.

Options for powerups, but make rage part of the combat. That way if you are running away your built up rage bar starts to deplete after 4-5 steps. This will help stop players from running/stalling matches. Also, I really don't like the "races" to the power-ups, might as well throw in go-karts.
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby cmdmstudios » Fri May 18, 2012 12:06 pm

I think the best way for this game to work is the following:

1. Go with the 50 meter scale rather than the 100 meter scale of previous games. The areas can be more detailed, and won't need to be that large, because the monsters are scaled down to their Showa heights, and it can also allow for more focus on building destruction. Cars and other vehicles, as well as trees and rocks will be the primary pick up and throw/batter items, seeing how the buildings will be much larger.
2. Have different districts for the cities, such as Shinjuku and Shibuya for Tokyo. It allows for more areas to reenact the battles (if the Godzilla or Gamera license is used).
3. Have customizable options for the battles, such as military/alien involvement, and what flagship of the military will attack. Also have the Day/Night option, as well as a destruction level of the city.
4. If rage mode is brought back, power it up by using combos and destroying buildings, rather than a random power up a UFO drops. Health recovery should be a regenerative thing that can be truned on or off at the battle options menu. Rate of regeneration depends on the monster.
5. If licensed monsters are being used, I think it would be best if they were given original designs, rather than what is seen in the movies. You shouldn't have multiple versions of the same monster running with nearly identical movesets. The only exception should be Burning Godzilla if the Godzilla license is used.
6. Story mode needs to be a big priority. If you want to involve all the monsters in the story, do the story mode similar to how it is done in Super Smash Bros. Brawl, where the monster depends on the stage you've selected, and apply that with the stage choice system of Godzilla: Unleashed. Bring back the faction element so that there is the multiple ending scenario. There should be two endings for each faction: good or bad.
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby Godzillabrawler » Fri May 18, 2012 1:29 pm

cmdmstudios wrote:I think the best way for this game to work is the following:

1. Go with the 50 meter scale rather than the 100 meter scale of previous games. The areas can be more detailed, and won't need to be that large, because the monsters are scaled down to their Showa heights, and it can also allow for more focus on building destruction. Cars and other vehicles, as well as trees and rocks will be the primary pick up and throw/batter items, seeing how the buildings will be much larger.
2. Have different districts for the cities, such as Shinjuku and Shibuya for Tokyo. It allows for more areas to reenact the battles (if the Godzilla or Gamera license is used).
3. Have customizable options for the battles, such as military/alien involvement, and what flagship of the military will attack. Also have the Day/Night option, as well as a destruction level of the city.
4. If rage mode is brought back, power it up by using combos and destroying buildings, rather than a random power up a UFO drops. Health recovery should be a regenerative thing that can be truned on or off at the battle options menu. Rate of regeneration depends on the monster.
5. If licensed monsters are being used, I think it would be best if they were given original designs, rather than what is seen in the movies. You shouldn't have multiple versions of the same monster running with nearly identical movesets. The only exception should be Burning Godzilla if the Godzilla license is used.
6. Story mode needs to be a big priority. If you want to involve all the monsters in the story, do the story mode similar to how it is done in Super Smash Bros. Brawl, where the monster depends on the stage you've selected, and apply that with the stage choice system of Godzilla: Unleashed. Bring back the faction element so that there is the multiple ending scenario. There should be two endings for each faction: good or bad.


If I'm mini-modding, I apologize, but I feel the need to tell you that the main topic is probably where this post should belong.
The main topic's current page.

In response to your suggestions, in my opinion, Showa size scale isn't as awe-inspiring as the immensity of the Heisei scale and original designs don't sit well with the fans. It isn't hard to make fun, different movesets for five diferent Godzilla incarnations. The rage suggestion is good, and the rest is probably not likely considering the budget we'll have to work with.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby jamezilla » Fri May 18, 2012 2:57 pm

I just can't wait for this game!!
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby Living Corpse » Fri May 18, 2012 3:27 pm

jamezilla wrote:@Mr. Strange, yes most of the info is on the first page. I didn't see anything about an official site though. Or are you just going to keep updating the game's progress on this site?



The site is being worked on, last I heard Simon and crew were looking for someone to design the site.
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby jamezilla » Fri May 18, 2012 4:32 pm

@Living corpse, thank you.


@Mr. Strange, will you post on this site that the Kickstarter campaign has started on the day it starts? Also, if that poll is accurate, we're going to fall veery short of the goal funding.
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby Living Corpse » Fri May 18, 2012 8:25 pm

jamezilla wrote:Also, if that poll is accurate, we're going to fall veery short of the goal funding.


There's more G- Fans then just Tohokingdom. There's gonna be plenty at E3.
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby Mr. Strange » Fri May 18, 2012 8:27 pm

jamezilla wrote:@Living corpse, thank you.


@Mr. Strange, will you post on this site that the Kickstarter campaign has started on the day it starts? Also, if that poll is accurate, we're going to fall veery short of the goal funding.


You think so? I suppose if I limited donations to only people with a TK account, then I would be worried. But I'm not, so I'm not.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby ebirahsmeg1 » Fri May 18, 2012 9:07 pm

My move set for THE GIANT CONDOR! :shock:

A - Peck of death

One move, one push of the button, one kill....that's all there is to it (and oh, it's unblockable too) :mrgreen: 8-)

Hehehe...seriously though, he would go well with Ebirah (or Gabara)...have one of Ebirah or Gabara's special attacks summon him and he would just fly around pecking away and annoying their opponent.

By the way, I really like some of the creativity I've seen from fans on this site in terms of move set, especially for the likes of Gorosaurus, Kumonga, and Manda. I hope Strange and Co. are taking note, as it shows that with just a little creativity, you can create a fun, usable, and even an effective/deadly fighter out of the even the most basic tooth and claw foe *without* feeling the need to give them a beam weapon (for example, I think Varan and Titanosaurus would have been just fine in GU without the silly beams).

Anyways, for anyone out there, how about a move set for Kamoebas? Magma? Sanda and Gaira? :freak: I am still in the process reading through this thread (only skimmed it so far), so my apologies if these have already been covered....
Last edited by ebirahsmeg1 on Fri May 18, 2012 11:02 pm, edited 1 time in total.
GIANT CONDOR!!!!!!!! :shock:

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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby jamezilla » Fri May 18, 2012 9:28 pm

I didn't think you were limiting donations to forum members, however I got the impression this was a very small, indie thing. I didn't realize this was being talked about on other sites, etc. In fact I wouldn't know about this if someone hadn't edited wikipedia to include a link to this thread(which I thought was just some wishful thinking/playing "what if" by fans, at first), nor did I realize this would be getting mentioned at E3 or any industry stuff. That's why I assumed this was a starry-eyed long-shot. That's why I thought you'd never meet donation goals. I didn't realize how big and real this was, and for that I apologize.

That being said, I plan to donate $50 and get my copy of the game!!
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Oasis_S » Fri May 18, 2012 9:56 pm

Probably just because of that one thing Gorosaurus did, I always think of him playing like that kangaroo from Tekken, lol. I guess I could probably, I dunno, LOOK BACK IN THE THREAD, but how often does that spike at the end of his tail get used in our movesets? It's kind of tough thinking of a real... "theme" for him that makes him stand out. I think back in the pre-Unleashed speculation days, there was a fear that he'd be really similar to Zilla?

I'm going to throw this out there: BICYCLE KICK.


Speaking of Zilla, I'd really like to see him have a sort of aerial flip attack, since with those spines on his back, he'd be like a BIG OL' flying buzzsaw. Also, it'd be funny if Kamoebas had a DEFENSIVE FORM where he drew all of his limbs into his shell, leaving him completely immobile, but his shell could even be picked up and thrown and not receive damage. Would probably cost energy though, and would leave him a bit vulnerable upon exiting his shell. I dunno, just playing up that whole turtle business he has going on.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby SpanishBulldog63 » Fri May 18, 2012 10:53 pm

ebirahsmeg1 wrote:By the way, I really like some of the creativity I've seen from fans on this site in terms of move set, especially for the likes of Gorosaurus, Kumona, and Manda. I hope Strange and Co. are taking note, as it shows that with just a little creativity, you can create a fun, usable, and even an effective/deadly fighter out of the even the most basic tooth and claw foe *without* feeling the need to give them a beam weapon (for example, I think Varan and Titanosaurus would have been just fine in GU without the silly beams).

Anyways, for anyone out there, how about a move set for Kamoebas? Magma? Sanda and Gaira? :freak: I am still in the process reading through this thread (only skimmed it so far), so my apologies if these have already been covered....


YAY I(and other moveset contributors) FEEL APPRECIATED :huge: lol

For the Gargantuas,I think I have something to keep them from being clones based on their personalities from what I've learned here(never seen WoTG): Gaira is a sneaky,man-eating bastard in comparison to Sanda,so I was thinking Gaira would have a fake-attack-combo style moveset(think Goji's tail-to-beam trick GFW) vs a Boxing-based moveset for Sanda

Gaira/Sanda(Xbox 360 scheme)
A=punch
A+up=Elbow-fake to hammerfist/Ducking Hook
A+down=Hammerfist-fake to uppercut/Uppercut
A+toward=Jab-fake to hook/Jab-hook
A+away=Ridgehand-fake to strong elbow/Fade-away hook

B=kick
B+up=Jumping-knee-fake to roundhouse/Roundhouse
B+down=Stomp
B+toward=Side kick/Front kick
B+away=spinning back-kick-fake to inside-crescent-kick/Heel kick

X=elbow
X+up=Hammerfist-fake to jumping knee/Haymaker
X+down=Stomp-fake to double-fisted uppercut/Elbow uppercut
X+toward=Ducking hook to sweep kick/Headbutt
X+away=Superman punch/Earbox

Tap:?
Hold:?

Oasis_S wrote:Speaking of Zilla, I'd really like to see him have a sort of aerial flip attack, since with those spines on his back, he'd be like a BIG OL' flying buzzsaw


To answer that..
X+up=Zilla does a front flip attacking with his spines
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby ebirahsmeg1 » Fri May 18, 2012 11:14 pm

Oasis_S wrote:Probably just because of that one thing Gorosaurus did, I always think of him playing like that kangaroo from Tekken, lol. I guess I could probably, I dunno, LOOK BACK IN THE THREAD, but how often does that spike at the end of his tail get used in our movesets? It's kind of tough thinking of a real... "theme" for him that makes him stand out. I think back in the pre-Unleashed speculation days, there was a fear that he'd be really similar to Zilla?

I'm going to throw this out there: BICYCLE KICK.



Never realized Gorosaurus had a "spike" at the end of his tail :?:
As far as being worried he would be "too" similar to GINO/Zilla/PUKE/whatever....nonsense. I think with a little creativity, they can easily be differenciated (case in point, you just thought up of "bicycle kick"...that alone would fit Gorosaurus *perfectly* and be an effective weapon to go along with his KANGAROO KICK OF DOOM. :twisted:

Again, I've never seen why so many fans are obsessed seeing GINO again, be it video games or the recent IDW comics. To be honest, I find him extremely *DULL* and uninteresting as a kaiju in general...hell, I'd rather see "Clint" the dog from GFW as a playable character before GINO. GINO even got his own cartoon (undeservingly so), and GINO got more screen time in GFW than other TOHO foes. He's had more than his fair share in the sun, and I think GINO would just be a waste of a roster space that could to a more deserving (and interesting) kaiju.





SpanishBulldog63 wrote:For the Gargantuas,I think I have something to keep them from being clones based on their personalities from what I've learned here(never seen WoTG): Gaira is a sneaky,man-eating bastard in comparison to Sanda,so I was thinking Gaira would have a fake-attack-combo style moveset(think Goji's tail-to-beam trick GFW) vs a Boxing-based moveset for Sanda

Gaira/Sanda(Xbox 360 scheme)
A=punch
A+up=Elbow-fake to hammerfist/Ducking Hook
A+down=Hammerfist-fake to uppercut/Uppercut
A+toward=Jab-fake to hook/Jab-hook
A+away=Ridgehand-fake to strong elbow/Fade-away hook

B=kick
B+up=Jumping-knee-fake to roundhouse/Roundhouse
B+down=Stomp
B+toward=Side kick/Front kick
B+away=spinning back-kick-fake to inside-crescent-kick/Heel kick

X=elbow
X+up=Hammerfist-fake to jumping knee/Haymaker
X+down=Stomp-fake to double-fisted uppercut/Elbow uppercut
X+toward=Ducking hook to sweep kick/Headbutt
X+away=Superman punch/Earbox

Tap:?


Nice move set for the Gargantuas SpanishBulldog. Can't wait to see what folks come up with for Kamaebos X_X His stretching neck alone leads to some intriguing possibilities for attacks....
GIANT CONDOR!!!!!!!! :shock:

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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Oasis_S » Sat May 19, 2012 12:04 am

http://toyfreakz.com/blog/wp-content/up ... -Image.jpg

Couldn't find a picture of the actual suit where it was visible, but at least some models make note of it. Not saying Gorosaurus should bend forward and use it like a scorpion stinger or anything, but it'd be nice to take advantage of anything he has that lends itself to fighting. Its usage would PROBABLY INEVITABLY look like Godzilla or Kiryu's tail attacks, lol.

Also, since it's been 14 years now and Godzilla has already kicked his ass, can we get past Godzilla 1998 and accept that Zilla is a major monster in Godzilla's history, being responsible for introducing many fans into the franchise. Not to mention the novelty of having the Japanese and American Godzilla in one game. He's completely deserving of being in. He probably SHOULD be if only because he may be MILDLY RECOGNIZABLE by non-fans. Though that boat may have sailed before even the hate boat, lol.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Supergeon » Sat May 19, 2012 7:28 am

Oasis_S wrote: Also, it'd be funny if Kamoebas had a DEFENSIVE FORM where he drew all of his limbs into his shell, leaving him completely immobile, but his shell could even be picked up and thrown and not receive damage. Would probably cost energy though, and would leave him a bit vulnerable upon exiting his shell. I dunno, just playing up that whole turtle business he has going on.


Wow that is a cool idea! If you think of it, that would be an easy way to do team moves. If a friendly player grabs another monster, you can deal extra damage by throwing them at your opponent!
It would be sweet to be Jet Jaguar and hold Megalon while Godzilla pummels him.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby SpanishBulldog63 » Sat May 19, 2012 9:05 am

ebirahsmeg1 wrote:
SpanishBulldog63 wrote:For the Gargantuas,I think I have something to keep them from being clones based on their personalities from what I've learned here(never seen WoTG): Gaira is a sneaky,man-eating bastard in comparison to Sanda,so I was thinking Gaira would have a fake-attack-combo style moveset(think Goji's tail-to-beam trick GFW) vs a Boxing-based moveset for Sanda

Gaira/Sanda(Xbox 360 scheme)
A=punch
A+up=Elbow-fake to hammerfist/Ducking Hook
A+down=Hammerfist-fake to uppercut/Uppercut
A+toward=Jab-fake to hook/Jab-hook
A+away=Ridgehand-fake to strong elbow/Fade-away hook

B=kick
B+up=Jumping-knee-fake to roundhouse/Roundhouse
B+down=Stomp
B+toward=Side kick/Front kick
B+away=spinning back-kick-fake to inside-crescent-kick/Heel kick

X=elbow
X+up=Hammerfist-fake to jumping knee/Haymaker
X+down=Stomp-fake to double-fisted uppercut/Elbow uppercut
X+toward=Ducking hook to sweep kick/Headbutt
X+away=Superman punch/Earbox

Tap:?


Nice move set for the Gargantuas SpanishBulldog. Can't wait to see what folks come up with for Kamaebos X_X His stretching neck alone leads to some intriguing possibilities for attacks....


Thanks ebirahsmeg1! I should have something by the end of the day for Kamoebas,Monster X,Gabara,Hedorah,Dagahra,and/or an original moveset for Battr(all depends on how much creative time I get today)
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Re: Matt / Chris / Simon talk about the new Kaiju Game.

Postby Mr. Strange » Sun May 20, 2012 3:48 pm

We're getting for a media blitz one we actually start the campaign. I want to start it ASAP, but we still need some contractual details worked out before we can pull the trigger.
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