Topic: Quick Question, Would You Buy Fighting Game With Not Only Furries But Strong Male Sex Appeal akin to Kings Of Hell, Dood?

Posted under Off Topic

post #5853585

Not to get peeps hope up, Just curious if you'd be interested in a
2-D, Combo Heavy Fighter like Skullgirls that had a large part of the cast
not only furries but have strong male sex appeal akin to kings of hell Dood!

Wanna get a general Vibe check on this since making a game like this sounds like a ton of fun,
and see if you'd be interested in playing it once the (Notka)stars align, Dood
╹‿╹)~★

Updated

I think there are a few already? Smash, King of Fighters*, Soul Calibur, BlazBlue...

But yeah, I did.

Shame that a new version of the Monster fighting game (not related to the manga or drink lol) was cancelled, there's a leak of it on the webs but it's a bit of a hassle to make it work...

notknow said:
I think there are a few already? Smash, King of Fighters*, Soul Calibur, BlazBlue...

But yeah, I did.

Shame that a new version of the Monster fighting game (not related to the manga or drink lol) was cancelled, there's a leak of it on the webs but it's a bit of a hassle to make it work...

Got a point there, Guess I should have said a fighting game where the furries in question
would have outfits ranging from Blazblue Casual to something Ivy would wear in Soul Calibur!
Really think the market is starved for a game willing to 'Go There' with male sexiness, Ya know,
Dood? ╹‿╹)

A good comparison would be Skullgirls, A 2-D, Combo heavy Fighter but with Beefy
Peeps mixed in! Though a title like that doesn't exactly roll off the tongue.
Give me a sec to fix the Title Post and body, Dood ◠‿◠)

And oh yeah! Wasn't there a shark peep and Wolf peep in it? I remember a Furry Fighter
that was canceled around the same time Cerebrawl was. We might be thinking about
different things here since I remember that game closing doors about 10ish years back or
maybe more, Dood.

notkastar said:
post #5853585

Not to get peeps hope up, Just curious if you'd be interested in a
2-D, Combo Heavy Fighter like Skullgirls that had a large part of the cast
not only furries but have strong male sex appeal akin to kings of hell Dood!

Wanna get a general Vibe check on this since making a game like this sounds like a ton of fun,
and see if you'd be interested in playing it once the (Notka)stars align, Dood
╹‿╹)~★

Fighting games appeal to casuals with their characters and the hardcore with their mechanics.

Casuals pick Magneto because he's cool. The hardcore pick Magneto because he helps them be cool.

What does your game do to grab people? What can I get from your game that I cannot get anywhere else?

What are the system mechanics?

Are there grooves?

Do you have a wiki with Dustloop style jokes?

Is there a playable man with a bulging cock that jiggles as he fights and his super has him strip to rape someone?

Is there any sex in this game? Is it more sexual than Killer Instinct or Skullgirls?

redphoenix42 said:

Fighting games appeal to casuals with their characters and the hardcore with their mechanics.

Casuals pick Magneto because he's cool. The hardcore pick Magneto because he helps them be cool.

What does your game do to grab people? What can I get from your game that I cannot get anywhere else?

What are the system mechanics?

Are there grooves?

Do you have a wiki with Dustloop style jokes?

Is there a playable man with a bulging cock that jiggles as he fights and his super has him strip to rape someone?

Is there any sex in this game? Is it more sexual than Killer Instinct or Skullgirls?

Love just about everything in this comment! Asked the
hard-hitting questions that get right down to the bone!
Haha, let's get down to it, Dood! ╹‿╹)~★

Disclaimer, "This Is Just An Idea"

I don't want to get any hopes up, I know I made that clear from the get-go
but I still feel like it's worth repeating! While I can make the characters,
UI assets, Stages, Effects, Character Art, cutscenes, and everything
else art-related in a relatively amazing time. That's not everything; I
would have to at least learn 2 massive new skills from scratch.
Sounds fun, but just an idea, Dood.

This thread is to see what you'd think, get a general vibe check to
see what the reception would be if I did make this. While I like surprising
peeps with stuff. Preparing from the jump seems like the best stable strat
to keep this kinda project from imploding. So before I do anything.
Test the water and see what peeps think of the concept before anything,
Dood! ╹‿╹)

redphoenix42 said:
What does your game do to grab people?

Casually:
Neat peeps, (Mainly guys in complete honesty.) Some in
revealing clothes, some in their casual wear. With an engaging
and sometimes silly and crazy story of, about, and how to piss
off the god of time. =‿=)

Professionally:
a pretty o.k, combo focus fighter where the fun starts with the looks
but blooms in how relaxing it can be to zone out in the training room
and sandbox some combos!
╹‿╹)

It's gonna be tricky, but my hope is to grab peeps who like fighters but
also like a good story. What I had in mind wasn't gonna be the-
"Next Guilty Gear!" or anything. I wanna tell a story in a format
that's more engaging for the player than a Visual Novel on the
gameplay front, and I love fighters, so let's do that, Dood! ◠‿╹)~★

redphoenix42 said:
What can I get from your game that I cannot get anywhere else?

Aside from attractive men who can wear a speedo and not be
as smooth as a Ken doll, Meter management is gonna be the game.
Supers use meter, Faultless guard (Barrier) depletes meter, Push Block
restores a bit of meter, and more. While you start the round with a single
bar to get the party started, it's up to you how you use it. Do you throw
it at them or do you rely on your fundamentals and save the meter for
something more important, Dood! ◠‿◠)

redphoenix42 said:
Are there grooves?

Nah, each peep would play uniquely enough to be their own groove, Dood!

Like Max:
Would be able to use meter to effectively Red Roman Cancel.

Zatch:
Would be able to use Meter to use EX Moves.
Allowing him to sink in his pressure with enhanced versions
of his specials and keep the foe on their toes when he has a bar.

And Dave:
Would essentially have Changing and Swaying
Allowing him to go into enchanted mode at
anytime at half mast if he has meter to spare,
Dood.
◠‿╹)~★

redphoenix42 said:
Do you have a wiki with Dustloop-style jokes?

Naaaah~ I never liked those things. I mean, some are good
but others feel like they're making fun of 'em ya know, Dood?

redphoenix42 said:
Is there a playable man with a bulging cock that jiggles as
he fights and his super has him strip to rape someone?

No.

Peeps will be revealing and innuendos in the attack naming is as far as
the lewd will go. If Jack Dragon makes an appearance, he will be himself
but will not be engaging in anything lewd during the match, it would
totally fly in the face of the story I wanna tell, and would overall leave
a bad taste in peeps mouths, Dood!

post #5734650

redphoenix42 said:
Is there any sex in this game?

No.

Wanna hit broad with this one, meaning that I'm gonna have to draw
back on the lewd so I can hit more ground. Just a story with revealing
peeps trying their best, Dood! ╹‿╹)

redphoenix42 said:
Is it more sexual than Killer Instinct or Skullgirls?

Not sexual in the actual sex department, but yes in terms of what peeps
will wear. Briefs, Speedos, Thongs- You will see guys wear them
but they will be played straight as if walking around in that is no big deal
for them. Like, Mu 12 or Makoto from Blazblue.
Touching stories, Hardly dressed but with guys instead, Dood!
◠‿╹)~★

Hahaha, Alrighty and that just about does it! Man, this was a
fun one to type! Hope that got the idea across, Dood! ◠‿◠)~★

Updated

I love your answers to these questions! I can't wait to get this game in my hands.

Designing characters with their own system mechanics is interesting, I like that personal touch. Adding more universal mechanics (SF3 Parry, Shadow Frenzy, etc) locked behind optional Capcom VS SNK-style grooves greatly multiplies the number of characters in the game and viable strategies without taking much development time. Have you considered a Ratio system like Skullgirls and Capcom VS SNK? Letting people pick 1-3 characters and buffing characters more the fewer you select also multiplies the number of character choices in the game.

Let's say the game has six characters at launch. 6 characters×6 grooves=36 possible choices. That's without factoring in the number of unique teams created by the Ratio system. Behold, math that might be wrong.

Step 1: Math

We have:

6 characters

Team size: 1–3 characters

Duplicates can be selected, but this levels up the character instead of giving you multiple copies of the character.

Each character can choose 1 of 6 grooves.

We want the total number of unique teams, considering:

Which characters are chosen

How many duplicates (levels) of each character

Which groove each character uses

Step 2: One-character teams

Pick 1 character: 6 choices

Level of that character: 1–3 (depends on duplicates, max 3)

Groove: 6 choices

So for 1-character teams:

6
 characters
×
3
 levels
×
6
 grooves
=
108
6 characters×3 levels×6 grooves=108

1-character teams = 108

Step 3: Two-character teams

Two possibilities: different characters or same character twice.

Case 3a: Two different characters

Choose 2 characters from 6:
(
6
2
)
=
15
(
2
6

)=15

Each character has 1–3 levels and has 6 grooves

So number of teams:

15
×
6
2
=
15
×
36
=
540
15×6
2
=15×36=540
Case 3b: Two of the same character

Choose 1 character to duplicate: 6

Levels: If we duplicate, the level is 2 (one copy + 1 duplicate)

Groove: 6 choices

So number of teams:

6
×
6
=
36
6×6=36

2-character teams total = 540 + 36 = 576

Step 4: Three-character teams

Three possibilities:

Three different characters

Two of one character + one different character

Three of the same character

Case 4a: Three different characters

Choose 3 characters from 6:
(
6
3
)
=
20
(
3
6

)=20

Each has 6 grooves:
6
3
=
216
6
3
=216

Total:
20
×
216
=
4320
20×216=4320

Case 4b: Two of one character + one different character

Pick character to duplicate: 6

Pick second character (different): 5 remaining

Level of duplicate character: 2

Level of other character: 1

Each has 6 grooves:
6
×
6
=
36
6×6=36

Total combinations:
6
×
5
×
36
=
1080
6×5×36=1080

Case 4c: Three of the same character

Pick character: 6

Level = 3

Groove = 6

Total =
6×6=36

3-character teams total = 4320 + 1080 + 36 = 5436

Step 5: Add all team sizes
1-character teams + 2-character teams + 3-character teams = 108 + 576 + 5436 = 6120

In total all possible 1-character teams+2-character teams+3-character teams=108+576+5436=6120 and it exponentially rises for every new character/groove added to the game.

I hope what I've said doesn't come across as a demand, at the end of the day it's your game and you can design it however you want. To me this seems like smart design to help players get more out of the game without the extreme amounts of work that would come with adding new characters.

Updated

redphoenix42 said:
I love your answers to these questions! I can't wait to get this game in my hands.

Designing characters with their own system mechanics is interesting, I like that personal touch. Adding more universal mechanics (SF3 Parry, Shadow Frenzy, etc) locked behind optional Capcom VS SNK-style grooves greatly multiplies the number of characters in the game and viable strategies without taking much development time. Have you considered a Ratio system like Skullgirls and Capcom VS SNK? Letting people pick 1-3 characters and buffing characters more the fewer you select also multiplies the number of character choices in the game.

Let's say the game has six characters at launch. 6 characters×6 grooves=36 possible choices. That's without factoring in the number of unique teams created by the Ratio system. Behold, math that might be wrong.

Step 1: Math

We have:

6 characters

Team size: 1–3 characters

Duplicates can be selected, but this levels up the character instead of giving you multiple copies of the character.

Each character can choose 1 of 6 grooves.

We want the total number of unique teams, considering:

Which characters are chosen

How many duplicates (levels) of each character

Which groove each character uses

Step 2: One-character teams

Pick 1 character: 6 choices

Level of that character: 1–3 (depends on duplicates, max 3)

Groove: 6 choices

So for 1-character teams:

6
 characters
×
3
 levels
×
6
 grooves
=
108
6 characters×3 levels×6 grooves=108

1-character teams = 108

Step 3: Two-character teams

Two possibilities: different characters or same character twice.

Case 3a: Two different characters

Choose 2 characters from 6:
(
6
2
)
=
15
(
2
6

)=15

Each character has 1–3 levels and has 6 grooves

So number of teams:

15
×
6
2
=
15
×
36
=
540
15×6
2
=15×36=540
Case 3b: Two of the same character

Choose 1 character to duplicate: 6

Levels: If we duplicate, the level is 2 (one copy + 1 duplicate)

Groove: 6 choices

So number of teams:

6
×
6
=
36
6×6=36

2-character teams total = 540 + 36 = 576

Step 4: Three-character teams

Three possibilities:

Three different characters

Two of one character + one different character

Three of the same character

Case 4a: Three different characters

Choose 3 characters from 6:
(
6
3
)
=
20
(
3
6

)=20

Each has 6 grooves:
6
3
=
216
6
3
=216

Total:
20
×
216
=
4320
20×216=4320

Case 4b: Two of one character + one different character

Pick character to duplicate: 6

Pick second character (different): 5 remaining

Level of duplicate character: 2

Level of other character: 1

Each has 6 grooves:
6
×
6
=
36
6×6=36

Total combinations:
6
×
5
×
36
=
1080
6×5×36=1080

Case 4c: Three of the same character

Pick character: 6

Level = 3

Groove = 6

Total =
6×6=36

3-character teams total = 4320 + 1080 + 36 = 5436

Step 5: Add all team sizes
1-character teams + 2-character teams + 3-character teams = 108 + 576 + 5436 = 6120

In total all possible 1-character teams+2-character teams+3-character teams=108+576+5436=6120 and it exponentially rises for every new character/groove added to the game.

I hope what I've said doesn't come across as a demand, at the end of the day it's your game and you can design it however you want. To me this seems like smart design to help players get more out of the game without the extreme amounts of work that would come with adding new characters.

Thanks! Though heads up, It's just an idea right now,
Nothing more, nothing less, Dood!╹‿╹)

And
That is some real numerical dedication to an idea!
Though I'm sorry to say, Team battlers are not on the menu at the moment.
Workload side, Keeping things simple would be best so It'd only take me
one century, not two to make. And gameplay wise, team fighters are
super high paced and looking to make something more medium
paced and easy to dive into ya know, Dood?

Fan of Skullgirls but that game is NOT newcomer friendly, While you can make
reset combo loops solo, having an assist doesn't help peeps keeping up,
Ya know, Dood!
=‿=)~★

I respect your artistic vision, Dood!╹‿╹)

Do you plan on getting 1-4 characters done and releasing a beta to test, or working on all the characters at once?

Original page: https://e621.net/forum_topics/59721