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View Full Version : My Beat Em Up Game


Kalyx triaD
04-11-2004, 08:47 AM
First and foremost, I don't like beat 'em up games. They're senseless. And even after all these years where 'every' genre of games have been revolutionized over and over again, beat-em-ups just stayed the same. The same. I guess all that fell on me when I played 'Fighting Force'. This 1999 game played exactly like a 1988 game. Just beat up the bad guys. Walk to them and hit them. Now another example is 'The Bouncer'. Sure you have anolog attacks and great graphics and cinema but in the end you're still walking (or running) to the bad guy and hitting him before he hits you. This system may have sold the legendary 'Double Dragon' series, TMNT4:Turtles in Time, and even Battle Toads, but its been ten years. Can we please innovate the system here. Well leave it to me, Shiguru Myamoto's unknown student, to improve on it.

The Look:
Well 3D is in so nuff said. And the good thing about a beat-em-up game is the characters don't have to be as detailed as a fighting game character. But the stages have to be 'excellent'. And by the way, the last weapon based beat-em-up game I ever seen was Golden Ax, so my game will be weapon based.

Animation:
I'll except no less than 60 FPS. Fluid movement is a must. But I'd like this game's movement to be hand drawn. This style was used in THQ wrestling games and Tony Hawk 2 and 3. With hand drawn animation you can make exaturated animations along with realistic movement.

Stage Progressing:
Call me crazy but I'm sticking with the 'left to right' style found in Tekken's 'Tekken Force Mode'. Except I'll include open areas for big battles every once and awhile. There'll be 'worlds' with four stages to each. A mini-boss will be at the end of a stage while a big-boss will be at the end of the world.

Movement:
A difference between walking and running is norm now. In old beat-em-ups you had to walk to the bad guy to get on him. This old system led to missed attacks and frustrating 'put him in front of me' play. So a lock-on system will be in my game. As you should know the lock-on system was made famous by the Zelda game Ocarina of Time. In a beat-em-up game, this will greatly reduce the frustration in attacking. And my fight system will need this type of play.

Fight System:
Lets start with locking on. If you, for some reason, 'like' the old stlye of line of sight play, you can keep it by not locking on. Just know the bad guys 'will' lock on to you. Double Dragon was cool to me because the bad guys can only did what you could, no special stuff. Now my fight system is fully utilized when locked on so lets start with your options when locked on to an enemy:
Attack
Defend
Parry (Close/Away)
Throw
Back Attack
Your enemies have pretty much the same set of options. Now what makes my fight system so cool is that each option has a certain 'relationship' with the other (the enemy chooses) that may give you the upper hand or take. A bunch of fighting may go on before you even 'hit' the guy. And when you do hit them I have this little system that I'll tell you about later on. But what are these 'relationships' I speak of? Well lets say you attack and he defends, the 'relationship' would be him blocking the attack and depending on what attack you choose he'll have a certain amount of time to retaliate. If he were to attack himself, it'll be taken has both of you blocking and the advantage will go the one who had the move that gave them time to retaliate. This will go on until one of you die or you break the lock on him. And while you are locked on fewer enemies will attack from other directions except your back. You have the ability to defend your back so don't worry.

Climactic Attacks:
After you do hit somebody they'll get into a state of dizziness for a sec that gives you choices of stronger moves to do to them. If you get them with a stronger move they'll be more out of it and you'll get choices of even better moves. This will go on until you get that climactic attack that finishes your enemy. Some bad guys may not have the energy to get to that point but many will.

Multi-Lock:
Since this game will most likely be four player, there'll be situations where you and a buddy will lock on to the same enemy. Right off the bat the enemy will get more aggressive, it's only fair. Next, you and your buddy will share spaces in front of the enemy. Up to four players can lock on in front of an enemy. Ofcourse, with the press of a button, you can switch to a behind lock on. Any intelligent team would go 'two in the front, two in the back'. Keep in mind multible enemies can do the same to you. Your friend could be locked on to an enemy locked on to you, multiply that by three and you have interesting battles where everyone is locked on to everyone else in a way. The Climactic Attack system still works out: player one can attack until the last hit and leave it for player four. I see stylish custom team combos from this system. There will be no movements during Multi-Lock, you'll need your directional controls for choosing which enemy to attack in the case of being out numbered.

That's it what'dwa think?