[Fighting Game] Kinetic Damage

Discussion in 'Upcoming iOS Games' started by KineticDamage, Jul 27, 2012.

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  1. KineticDamage

    KineticDamage Well-Known Member

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    #241 KineticDamage, Jun 1, 2013
    Last edited: Jun 1, 2013
    haha :p

    That's a very good question :)
    Well, I may be flamed by hardcore SF3/4 gamers, but ... I intentionally created a mechanic that prevents vortex. If you strike right on wake up, you're invincible during that time.

    Even if my 2nd char on SF4 was Ibuki, with some overly vortex times, I don't want players to be trapped into a mechanic, basically. With Kinetic Damage, I wanted every strike to count, at every second, just like in a real fight.
    I really wanted to create a constant, tense alchemy between reading your opponent and timing your next attack.
    If I allowed vortex, that would mean creating counter-vortexes, like invincible startups on specials, which itself would mean creating counter-counter-vortexes, etc ..... :)

    Ninjutsu's blazing speed will still be good, for poking, confusing, avoiding, executing a pattern and running away, etc ... which are precisely what real life Ninjutsu is based around :)
    I wanted one of the main Ninjutsu metagames to feel like dropping a bomb onto your opponent, and running into a secured zone. Dropping that bomb would feel very risky, but oh man how destructive it would be once it explodes. (hence the high critical rate, and the "Assassinate" special).

    I designed every specials around each Martial Art philosophy, so you got tools to express their proper strategies.
    For example in Ninjutsu case, confusion is helped with the "Cloak" special, which you can see at 2:32 in the trailer. It costs you a full energy bar, and makes you invisible for 6 seconds, so you can hit your opponent like a shadow.
    The downside is that every new move you make uncovers you for 0.2 sec. So you have to think before any decision, chosing between uncovering you while striking, or hiding cautiously, at the risk of being hit by random opponent strikes.

    Another metagame for Ninjutsu is combos. They put out incredibly well, are quite easy to remember, and are extensive (up to 5 hits, which is a lot in term of damage). For example, you can poke, dash back, poke, dash back, and then chain a 5 hit combo on hit confirm. The dashing superior speed of Ninjutsu will confuse your opponent for sure.
     
  2. saansilt

    saansilt 👮 Spam Police 🚓

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    #242 saansilt, Jun 1, 2013
    Last edited: Jun 1, 2013
    I am so going to have to try all the styles. Ninjutsu might be fast, but sounds tricky to master.
    You said ninjitsu has specials, so will each Style have a special ability? How bout same fighting style matches?
    We are looking at 100 diffrent fights that can happen already.
    Thats alot of meta gaming. With added moves and an energy bar, a fighting gamer's grail here. Real sweet.
     
  3. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    How is that invinc at wake up? Do meaty attacks still work or the opponent can actually walk and such while that invinc lasts? You mean that's impossible to keep the pressure after a knockdown?
    Sweeps are always risky in every game since the frame advantage sucks on block, but that's due to the reward. In this game, as far as I know, there isn't any SRK-like move, so hardknockdowns without that invinc would be a bit unfair since the knockeddown player couldn't escape that pressure, but with that invinc the opponent that scored the knockdown doesn't get any reward, since you can't keep high level pressure on the opponent at wake up with that invinc. The only reward he gets is some time to think his next move, but the opponent also gets some time to think too.
    Well, then the game revolves around stamina for combos and such. Does the knockeddown player get stamina while he's on wakeup or only the other guy recovers it?

    That's like saying that you'll pick Ryu in SF and Mario in SSB because they seem easy to use. Every fighter, or fighting style here, will take some time and practice. Kazuya has no special stances in TK unlike Hwo or Yoshimitsu, but you still have to know his combos, frame advantage on block and on hit, moves that put the enemy on air juggle, combos on wall, best attacks for poking, etc.
    Every character in any fighting game is hard to master, and I'm sure it will be the same here.
    Oh, and yes, every style has specials. They are powerful but they are tricky to use since most of them cost many stamina. So far I remember the Takewondo's Machine Gun special move that can be charged for more damage and such.
     
  4. KineticDamage

    KineticDamage Well-Known Member

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    #244 KineticDamage, Jun 1, 2013
    Last edited: Jun 1, 2013
    It went through many design iterations actually, but as you fairly mentionned, it had not to be too strong either.
    The actual mechanic is : once you wake up, your character flashes for 0.3sec. If you launch any strike during those 0.3sec, you're invincible during 0.2sec.

    But if you don't strike you're not, so it means several things :
    - you have to time your strike well if you want to benefit the invic
    - 0.2sec is flat, giving to quick-but-fragile Arts a way not to be pressured like hell, all while giving slower-but-hard-as-a-rock ones just enough time to launch a proper counter.
    - slower, more powerful strikes are therefore still open to counter, during inertia time

    So you can still pressure your opponent on wakeup :) Actually you can even pressure him more, by baiting for a wakeup strike, guarding it, and then counterstriking during inertia time. Quick arts like Ninjutsu, Jeet Kun Do, Shao Kung Fu would be great at poking, confusing, and then baiting for such wakeup strikes.

    You totally nailed it :p
    I took care of such reward indeed. I really wanted every single move to have some meaning, sweeps included :)

    So like every other strike design, I wanted to think "in real life, what advantage such a strike does ?", here read : "Why would I want to sweep an opponent in a real life competition match ?"

    Answer was quite obvious :
    to let me recover, prepare another attack, or build a strategy.

    Traduced in Kinetic Damage gamedesign :
    Whenever a fighter is hit, he doesn't recover energy. When he's down, he only recovers at 50% speed.

    That means sweeping is highly recommended if you want to fill your energy bar for a bigger special, all while putting your opponent in a big disadvantage by having less energy than you (for specials, grabs, combos, dash, etc).

    Concrete case :
    Let's say you have Ninjutsu, not a lot of health left, opponent is Taekwondo.
    You're trying to bait for a mistake since a few seconds, by blocking, but each block costs you more and more health. You want to stop the pressure madness right now.

    1) you have 20% energy, opponent have 100%. He's still pressuring you like crazy.
    2) Taekwondo unloads Machine Gun (5 quick hits, each costing 20 energy) -> he's now at 0% NRG.
    3) you blocked them all, but because you were blocking, you energy is still at 20%. -> during the Machine Gun last strike inertia, you sweep him. you securize a fair distance while he's down. He's about to wake up, and your energy is now 100%. His at 0%.

    then you now have all these choices :

    4a) charge the Assassinate special long enough so you make it guard break (costs around 100 nrg if you want guard break). In order to be able to time the release 0.3 sec after his wake up, without exposing to a wakeup counterhit, you created a 4-5m distance. Then you release the charge, timing it so you collide just before he can jump, and just after the 0.3s wakeup window, sparking like a bolt in his direction..... Guard break, he's juggled, and you have 1.5 seconds to unload a maximum of 15 hit combo, up to 500 damage (if not critical). Situation has now been reverted. His only escape would have been to jump in time, but you would have collided him anyway. For a minor damage, but still.

    4b) Now that you have far more energy than him, you are secure to launch a grab fight. In Kinetic Damage, before grabbing, you have to battle in a balance close quarter fight. A gauge appears, each time you press the grab button again during the fight, your gauge grows. Each time opponent press his, it shrinks. Each press costs 1 NRG, and launching a grab by itself costs 50 NRG.
    Now let's get back to our situation : enemy's down, 0% NRG, you're stand up, waiting for him to wake up, 100% NRG. --> you're 100% sure that your next grab fight will be successful, without even having to spend NRG in the grab fight.

    4c) play oldschool, normal strike pressure on wakeup. Because opponent has no energy, he won't be able to intercept your strike with a dash forward, only able to guard. Because you're pressuring, his energy will replenish at a slower rate (during your strikes inertias), giving you enough time to think about the next round of strategies.

    Once again you nailed it ;)
    I tried to hit the right spot between "easy to load out", and "tricky to dose right".

    But the 2 basic design rules were :
    1- the more energy you spend, the more powerful it is.
    2- every special has to be unique, useful (aka not just a glorified normal strike), and has to not interfere with others




    edit : OMG dat wall of text ! LOL sorry guys. I'll try to keep it shorter next times.
     
  5. KineticDamage

    KineticDamage Well-Known Member

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    Following that long technical post above, I'd like to add :

    This is the kind of game mechanic layers you unlock once you want to master the game. But if you want to keep it simple, you can still not care about them. You will of course lose some neat advantages, especially deeper mindgames, but that won't prevent you from being able to win a fight.

    Basically, the overall design rule was the good old "Easy to handle, tricky to master".
     
  6. KineticDamage

    KineticDamage Well-Known Member

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    Next wednesday, 5th June ;)
     
  7. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Wait, wait, wait...
    You said before that meaties don't exist in this game, yet that well-timed Ninjutsu special attack seems... unavoidable. Not only in that case (opponent left with no energy), but also in general. It's a guard breaking move, so it should defeat even dash's "super armor", unless backdash has some invinc, but I'm sure that it shouldn't be enough to avoid that move. Special moves follow that risk/reward mechanic, so no special move has invinc, right?.
    Then, I think that's even more powerful than going for vortex, and even less risky.
     
  8. saansilt

    saansilt 👮 Spam Police 🚓

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    Thats a good rule.
    Edit: I wasn't saying I was going ninjutsu, I was saying I am going to try them all to see what fits me.
     
  9. KineticDamage

    KineticDamage Well-Known Member

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    It is avoidable, if you jump over it ;) And if you're hit during jump, you only take a small amount of damage (the bump), as you won't be juggled to full Assassinate sequence.

    It is only guard breaking if you charge for more than 1 second, which is very long, and sucks all your energy. Put it simply, if you want to avoid being "vortexed" by Ninjutsu's assassinate on wakeup, you can simply jump. Which would put Ninjutsu at a disadvantage anyway, even if you're hit during jump, because it would have sucked all his energy bar.

    You can also counter the guard break by striking on wakeup. As you got a 0.3 sec window to wakeup strike invic, this would be very, very difficult for Ninjutsu to calculate the precise time where he has to launch Assassinate so the invic wakeup strike is bypassed. The only way would be great anticipation, which should be rewarded anyway.

    Basically, the wakeup invic strike mechanic gives you 0.3s to jump over the Assassinate rush, making it safe for me to say that you can't be vortexed by Assassinate :)
    (Assassinate's rush is linear, straight forward, and still open to jump strikes)
     
  10. VaroFN

    VaroFN Well-Known Member

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    But even when the Ninjutsu player only deals minor damage, it still deals damage. In most fighting games I played I managed to perform over-the-top comebacks when really low in health. Using EX SRK vs Ultra in Volt to avoid being chipped out and then punishing the other player, taking advantage of EX Special Step's invinc to avoid SRK as meaty in SFxTK, using aerial dodges in SSBM to dodge meteor attacks while in recovery, etc., but I really can't see how I could avoid without problems a well-timed Assassinate on wake up in KD.
    I'm sure that since you have 0,3 sec you would have enough time to jump, but is the height enough to avoid the special move? The move also pushes the player forward, so it should beat even backjumps.

    And well, sure, that anticipation vs strikes on wake up should be rewarded, but does jump end the wake up invinc too?
    I mean, I just used a sweep, and the other player can escape just by backjumping since he still has some invinc. Wouldn't that be unfair for the player that scored the knockdown? Sure, I know, sweeping in this game is for recovering stamina, but this way the other player also recovers some because he's just escaping from the player who scored the knockdown.
    Then, the opposite: jumping ends the wake up invinc. Then the Ninjutsu player will launch the special in the very first frame after wake up. Why? Well, the knockeddown player will obviously panic. Who wouldn't panic in that case? :p
    Now, seriously. The other player could: jump, thus ending the invinc (in the case jumping ends the invinc, of course); strike, thus also ending the invinc, and nothing, which would keep the invinc for 0,3 sec. 2 out of 3 times the Ninjutsu player will be able to perform Assassinate without problems just by launching it at wake up, and I'm sure that every player would try something risky to avoid that instead of doing nothing, and in this case risky=death.

    I know that the game isn't even out yet, but well, knowing how the game works before playing it will put me in advantage :D
     
  11. squashy

    squashy Well-Known Member

    Jan 21, 2013
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    *burp*
    The Garden of Sinners
    Hmm? This game is out already? Can't find it...
     
  12. VaroFN

    VaroFN Well-Known Member

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    It isn't out yet. The release date was set on 5th June.
     
  13. saansilt

    saansilt 👮 Spam Police 🚓

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    It sounds like it with varo going a techy but its not yet.
    Next week.
    .
    .
    .
    I will wait.
     
  14. squashy

    squashy Well-Known Member

    Jan 21, 2013
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    *burp*
    The Garden of Sinners
    I should have known _| ̄|○
     
  15. saansilt

    saansilt 👮 Spam Police 🚓

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    #255 saansilt, Jun 1, 2013
    Last edited: Jun 2, 2013
    As I was thinking, I figured out a strategy.
    As my frien uberblockhead says:
    "If it looks cool, do it. No need for "the perfect" build. Just do what looks cool."
    Distract ya'll with awesome. Yeah. Metagaming the metagame now.
    Edit: What is the file size?
     
  16. KineticDamage

    KineticDamage Well-Known Member

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    #256 KineticDamage, Jun 2, 2013
    Last edited: Jun 3, 2013
    I like this conversation actually :D Talking mechanics have always fascinated me.

    You can jump over forward, or in place, so Assassinate won't touch you. Plus, the rush is aiming at your last known position before launching, so you can perfectly jump backwards ;) The guard breaking part is the shoulder hit, then even if there's no hit, it's followed by a backhand strike, but you can guard it.
    Also, another safer way to intercept a guard breaking Assassinate is simply jump -> light kick/punch on wakeup, so Assassinate hitbox won't have the time to collide with yours.

    D'oh, I'm saying too much now :p


    Remember he will have invic only if he launch a strike, so securizing an escape with a random strike would completely open him to a counter during the strike inertia time. With half your energy ratio, it's not safe at all to strike erratically just to trigger an invic.

    To be more general, it's not safe to strike erratically at all in KD :) I intentionally didn't include very quick strikes, even light strikes do have a significant startup / inertia time. So it's not possible to create a hitbox wall in front of one's char by mashing light punches.
    In KD light strikes do have a faster startup time, but you can still counterstrike them during inertia on block.

    Jumping doesn't end the 0.3sec invic trigger window :p
    Plus, you can air guard in KD, so if you avoid the shoulder hit, you're safe against the backhand strike ;)
    That's where the mindgame is created : a panicking player will obviously jump back with a jump strike to trigger invic, so you only have to wait for 0.5 sec after his wakeup to release the Assassinate charge.
    A good player will simply look at your energy bar, and time his wakeup stand strike with the moment where your energy will come to zero (Assassinate charge consumes energy over time, and is automatically released when energy comes to zero).

    And the panic will then go on the assassin, because the longer you charge, the longer distance you rush :D
    So if the Ninjutsu player feels his opponent is deadly calm, he will be tempted to abort his Assassinate charge midway :D Which could place him in a spot where the opponent would want to dash to close range :D
    And then Ninjutsu could wait for that dash before doing anything so he could counterstrike the dash, and ....... etc, etc, etc :D

    Mindgames, mindgames everywhere !
     
  17. saansilt

    saansilt 👮 Spam Police 🚓

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    The controls absolutely have to spot on for these split second desicisions to work.
    They have to be.
    Matches would be so entertaining because of all this strategy. I think this is a fighter I can get techy over.
    Oh and can it have bluetooth MP in the MP update as well as wifi/online?
    Are you going to use GC for online?
     
  18. VaroFN

    VaroFN Well-Known Member

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    Hmm, I guess I will have to wait and see how to escape from that.
    About MP with GC... for God's sake, avoid it at any cost. Games like Trigger Fist died because they used GC servers. GC servers suck for online, that's why most devs only use the GC player's name for friendlies and achievements, and then they use their own servers. Volt has the best online in the AppStore, because Capcom used their own dedicated servers instead of GC.
     
  19. saansilt

    saansilt 👮 Spam Police 🚓

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    Wow... Didn't know that.
    Thats pretty sad actually.
    Dang you GC.
     
  20. bigrand1

    bigrand1 Well-Known Member

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    Geriatric Party Animal
    California, USA
    Yeah, that is, IF the controls are spot-on like you're hoping! We all hope they are, of course, but take it easy, dude, nobody wants to hear about your suicide if things don't quite work out with this one! :D
     

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