
Grayshot954 wrote:^No hey dude that was just like a baseline for how many monsters sine their are going to be alot in the game and I wanted everyones submissions to be somewhat close.

hammysammy59 wrote:Doesn't Manda have like, little tiny baby arms? T-Rex style? I feel like his whole move set should revolve around constricting, coiling, biting, head-butting and tail slapping. The only way I could see him using his limbs in combat without it looking hilarious would be to slice and claw an opponent he's already wrapped around.
UltramanGoji wrote:Brody wrote:Let's say I've been a part of the kaiju community before most of you were allowed on the computer, ask some of the veteran members of kaijuphile who Deoson is.
Ask all of us if we give a shit.

matrix wrote:Mr. Strange, I think online play will add replay value, put this also will, what if like super smash bros melee, you have to do a ton of battles in vs. mode to unlock some characters? Like, do 100 battles to unlock Titanosaurus, is this a good idea?


matrix wrote:I love unlocking things with points, its my favorite way, but I think stuff should cost a lot like in Godzilla: Save the Earth, I love trying to get points to buy new monsters!
UltramanGoji wrote:Brody wrote:Let's say I've been a part of the kaiju community before most of you were allowed on the computer, ask some of the veteran members of kaijuphile who Deoson is.
Ask all of us if we give a shit.
Mr. Strange wrote:Interesting question - do people like:
A+Up,
A+Down,
A+Left,
A+Right,
as the basis for triggering different attack moves?
We could also try a contextual system (more like the Batman games) where the attack is selected based on proximity to your opponent.
Do people like tap / hold for different ranged attacks?
We could even try tap / hold on attack buttons, for different variations.
How about blocking? I'm not sure it really makes sense in a Kaiju game...
How about ducking? Do we need it? Should it be more useful? Do we like keeping special duck attacks?
While I'm questioning everything - do we need jumping? Flight, sure. But there haven't been many "jumps" performed in suits in the movies...

Supergeon wrote:Will money from Kickstarter be the only thing that keeps fresh content coming or will revenue from the game be reinvested in the project to some extent?

Legionmaster wrote:I would agree, but I think it's hard to have a fighting game with no blocking. Otherwise, wouldn't the person who just attacks like a maniac just win every time?

hammysammy59 wrote:Doesn't Manda have like, little tiny baby arms? T-Rex style? I feel like his whole move set should revolve around constricting, coiling, biting, head-butting and tail slapping. The only way I could see him using his limbs in combat without it looking hilarious would be to slice and claw an opponent he's already wrapped around.
Varan Bon Ziller wrote:....What ever happened to the innocence of monster banging others brains out...


Mr. Strange wrote:You've hit upon one of my pet issues...Legionmaster wrote:I would agree, but I think it's hard to have a fighting game with no blocking. Otherwise, wouldn't the person who just attacks like a maniac just win every time?
Ah, you have some assumptions at work here - assumptions which I specifically don't like to buy into.
Your first assumption is that a monster being hit by an attack cannot do an attack at the same time. This is a limitation of 2D engines, but not a limit in the Godzilla games.
Consider this thought experiment - I give monsters light & heavy attacks. Light attacks deal good dps (damage per second). Heavy attacks have higher damage per attack, but lower dps. Heavy attacks also knock the opponent around a bit, but don't knock them prone automatically. But when two heavy attacks collide, we select one (or more) monster to knock prone.
Now let's make a table of situations between two monsters: A and B.
A - standing still, B - light attack : in this case, B is doing huge dps to A.
A - standing still, B - heavy attack : in this case, B is doing damage to A, but less damage than light attacks would do.
A - light attack, B - light attack : in this case, both monsters are dealing significant dps. Catfight!
A - light attack, B - heavy attack : in this case, B knocks A away, so A doesn't land enough hits to out-damage B's attack.
A - heavy attack, B - light attack : the reverse of the above.
A - heavy attack, B - heavy attack: in this case, both monsters deal damage, but we select prone knockdowns for one or both monsters. Heavy attacks would have R-P-S properties (like in G:StE) to determine which attacks beat which.
So, overall we see that heavy attacks beat light attacks, but light attacks are better if not retaliated against.
Just a thought.

UltramanGoji wrote:Brody wrote:Let's say I've been a part of the kaiju community before most of you were allowed on the computer, ask some of the veteran members of kaijuphile who Deoson is.
Ask all of us if we give a shit.

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