Mr. Strange wrote:This is the direction we've been discussing - I think it's the best thematic fit for a Kaiju game - sort of like "battle overtime" - you might just lose when your health goes to zero, but you might come back in a stronger attack/weaker defense form to keep trying. Could lead to some epic battles.
Street Fighter x Tekken has an interesting comeback mechanic called Pandora Mode. You can activate it when you have less than 25% health, which then kills your tag partner (if he's still alive), you then get a maxed-out super meter, but a timer then begins to count down, and at the end of 8 seconds you die.
Something along those lines would be interesting. Like as soon as you lose, you become more powerful than ever, but have a limited time to try to KO your opponent. If the opponent lands a hit on you, you're out for good. Think of this in a 3-4 player game. The first person to "lose" has the potential to take out everyone all by himself!
Putting monster stats on the vs screen is tricky - because you have 1/4 or less of the screen to work with. Since we'll be starting on PC, a hover-over solution would probably work really well.
Yeah, or hold down left trigger or something to view stats of the monster you currently have selected.
I really like numbers - they are nice and clear. I'm considering replacing the entire health bar with a defense # (sort of like Smash Bros) to really drive that sort of thing home. A number also helps fit 4 player HUDs on the screen - which is always a problem.
That could definitely work. Also important to note how Smash Bros' number changes to red the more damage the player takes.
If a health meter is used, a good example of clearly displaying health is
DOTA 2. The meters are segmented (like StE's energy meter), but in a way that it's clear at a glance which characters have more health than others. The more segments on the health meter, the more health they have.
The idea behind GGPO, as described in that article, is exactly how Spigot already deals with networking. I felt really clever when I designed that system in 2004. I always thought StE had some of the best online combat ever.
It did have very good online combat... with 2 players. 3-4 player matches online had a tendency to get very choppy. We should strive to make it silky smooth no matter how many players there are. Mario Kart Wii for some reason had the most lag-free online mode I've ever seen. Or at least did the most amazing job hiding the lag. And that was with
12 players... on the Wii.
We could be more creative here - why not allow unlocking for single-player, but let everything be available for multiplayer from the get-go? I also think non-critical unlocks, like visual flair on your monster, is a good thing to let players unlock for multiplayer modes - like portraits or titles or the like.
I don't mind this idea except I imagine it might "cheapen" unlocking characters in single-player, if you can just switch to multiplayer to play as them anyways... I'm not sure how other people feel about this.
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Some more thoughts:
Unlockable Content IdeasConcept art, 3D monster renders, aesthetic changes (Burning Godzilla for Godzilla 90s), portraits, titles, taunts, alternate victory animations, alternate roars are all cool unlockable content.
Gameplay IdeasRolling - I liked rolling gameplay-wise, but as a concept in the Godzilla universe I always thought it was a bit silly. I think Godzilla rolled maybe once or twice in the films, and never for extended periods of time. Visually, rolling looks ridiculous as well. I think perhaps not all monsters should roll, or when they do, have a different animation. Seeing monsters like King Ghidorah or Destoroyah roll seemed really odd. Not sure how other people feel about this.
Get-up Attacks - These were always pretty cool in my opinion. G:U probably did them best animation-wise. However, I think it would be interesting to give monsters multiple get-up attacks. For example: Godzilla could have one where he use hes claws to slash as he gets up, another where he uses his tail, and another where you can use your Atomic Breath/Fireball. It would be really satisfying to blast your opponent from a prone position as you get up. Each could do a different damage type.
This would make get-up attacks more interesting as players will have choices of what they want to do, rather than just roll and use the same get-up attack over and over. It would make the outcome of knocking down an opponent less predictable as suddenly you're not sure what your opponent is going to strike back with.
Survival ModeThis mode has become rather popular of late with AAA games (
Call of Duty,
Gears of War,
Halo,
Batman: Arkham City) really have taken it and added their own spin.
If Survival Mode is included, it would ideally support leaderboards. Comparing your high scores to your friends and the world gives this mode longevity and incredible replay value besides just trying to best your own high score.
There are all sorts of possible Godzilla-centric scenarios as well. Monsters vs. Military or Aliens, Monsters vs. Multiple Kamacuras, Final Wars Godzilla vs. Everyone etc.
Of course the standard-keep-fighting-monsters-until-you-die is fun as it is. What I think would be really fun would be a Co-op Survival Mode. You and another monster take on waves of AI controlled opponents. Each team of enemies would be actual team-ups from Godzilla films (Godzilla/Rodan, Godzilla/Anguirus, Kumonga/Kamacuras, Gigan/King Ghidorah, Godzilla/Jet Jaguar, Gigan/Megalon, MechaG/Titanosaurus, Mothra/Battra, GMK Mothra/King Ghidorah, Kiryu/Mothra, Monster X/Gigan,).
I'm sure people could come up with other scenarios or ideas for a Godzilla spin on Survival Mode.
- Lenbo