Body Damage? Arena effects? In-Depth gameplay? Blood!
3D Kombat Klassics
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Body Damage? Arena effects? In-Depth gameplay? Blood!
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posted03/01/2004 08:39 AM (UTC)byMember Since
02/19/2004 08:10 PM (UTC)
Hey here are three things which I hope is going to be intergrated into MK:Deception.
BODY DAMAGE
Ok, in MKDA it wasn't too bad, but in MK6 I'd like them to take what they did in MKDA and times it by a hundred.
With the body damage i think they should use tao feng as a reference so for body damage they should have theses factors :
- facial - bruising, cuts, dirt,blood
- broken appendages : no longer able to be used (effects certain moves, etc)
- Limping/hunching
- Blood leaving marks on body
- ripped/removeable clothing(to a certain extent)
- Visible cuts,slashes, holes in body (if impaled a hole is there etc)
- dirtied, bloddied clothing
- To extreme extents, you could tear off/cut off.
apendages.
- etc.
ENVIROMENT EFFECTS
Ok we know that there are multi tiered arenas and interactive areas to bash your opponent about in so what about things that can effect the player?
- In hot arenas the character could sweat/ damp clothing etc.- could become slow due to heat.
-It cold arenas the characters could shiver, exhale cold air, very stiff.
-In muddy areas, clothing and bodies could become covered in dirt and mud.Edning up driping with mud, completely caped in it.
-In areas involving water the players can become very wet, very heavy and water dripping everywhere, also when blood lands in the water that would look really cool, as to the end of the fight you could be fighting in a pool of blood, up to your knees even.
- arenas involving lava/flames - the characters could get brunt - visible on skin- clothing scorched - black or disintergrating - hair singed etc.
- lighting is also to play a very important factor too.
These little details really contribute to the fighting and they really do make the game stand out, i would even pay midway to include those.
In-Depth Gameplay
For MKDA gameplay was very shallow. Looking at DOA3 or VF4 there is a great depth of gameplay in them. And if MKD was to have in-depth gameplay then it is to sure be a fighting game classic.MKDA's main flaw was the shallow gameplay.
and finally.........
Blood effects
Like I said before (see Enviroment effects) blood should be very realistic.
- Instead of splotches on the floor (like in mkda) they should have little drops (like a character spitting blood) and if there was enough blood it could create puddles causing characters to slip and slide in it.
- They should have blood splattering the walls too.
-this is truly the most IMPORTANT thing with the blood. Don't do a MKDA on us - huge jellyish chunks falling of the body - make it little trails leaving a mark (see body damage) - when the fight is over the are saturated in the red stuff.
- Blood colours. Now I thought they done an awful blood job on the fatalities for example: reptile is on the recieving end of the fatality (kitanas kiss) he explodes with green blood with red chunks! same with cyrax- he is a robot.
If CYRAX is in MKD then when he recives damage make him dent and bits of metal crack of and sparks, and cables/wire. And have only a little bit of the black liquid (OIL?). And when he is recieving a fatality make it all electrical/mechanical bits and pieces.
There you go, thats everything I want covered - gald I got it off my fucking chest.
I know the MAJORITY of you will agree on EVERYTHING I said, but if you would like you can add your own thoughts and ideas on the matter, thanks for reading.
BODY DAMAGE
Ok, in MKDA it wasn't too bad, but in MK6 I'd like them to take what they did in MKDA and times it by a hundred.
With the body damage i think they should use tao feng as a reference so for body damage they should have theses factors :
- facial - bruising, cuts, dirt,blood
- broken appendages : no longer able to be used (effects certain moves, etc)
- Limping/hunching
- Blood leaving marks on body
- ripped/removeable clothing(to a certain extent)
- Visible cuts,slashes, holes in body (if impaled a hole is there etc)
- dirtied, bloddied clothing
- To extreme extents, you could tear off/cut off.
apendages.
- etc.
ENVIROMENT EFFECTS
Ok we know that there are multi tiered arenas and interactive areas to bash your opponent about in so what about things that can effect the player?
- In hot arenas the character could sweat/ damp clothing etc.- could become slow due to heat.
-It cold arenas the characters could shiver, exhale cold air, very stiff.
-In muddy areas, clothing and bodies could become covered in dirt and mud.Edning up driping with mud, completely caped in it.
-In areas involving water the players can become very wet, very heavy and water dripping everywhere, also when blood lands in the water that would look really cool, as to the end of the fight you could be fighting in a pool of blood, up to your knees even.
- arenas involving lava/flames - the characters could get brunt - visible on skin- clothing scorched - black or disintergrating - hair singed etc.
- lighting is also to play a very important factor too.
These little details really contribute to the fighting and they really do make the game stand out, i would even pay midway to include those.
In-Depth Gameplay
For MKDA gameplay was very shallow. Looking at DOA3 or VF4 there is a great depth of gameplay in them. And if MKD was to have in-depth gameplay then it is to sure be a fighting game classic.MKDA's main flaw was the shallow gameplay.
and finally.........
Blood effects
Like I said before (see Enviroment effects) blood should be very realistic.
- Instead of splotches on the floor (like in mkda) they should have little drops (like a character spitting blood) and if there was enough blood it could create puddles causing characters to slip and slide in it.
- They should have blood splattering the walls too.
-this is truly the most IMPORTANT thing with the blood. Don't do a MKDA on us - huge jellyish chunks falling of the body - make it little trails leaving a mark (see body damage) - when the fight is over the are saturated in the red stuff.
- Blood colours. Now I thought they done an awful blood job on the fatalities for example: reptile is on the recieving end of the fatality (kitanas kiss) he explodes with green blood with red chunks! same with cyrax- he is a robot.
If CYRAX is in MKD then when he recives damage make him dent and bits of metal crack of and sparks, and cables/wire. And have only a little bit of the black liquid (OIL?). And when he is recieving a fatality make it all electrical/mechanical bits and pieces.
There you go, thats everything I want covered - gald I got it off my fucking chest.
I know the MAJORITY of you will agree on EVERYTHING I said, but if you would like you can add your own thoughts and ideas on the matter, thanks for reading.
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queve wrote "fight in a water level were all the blood is visible and the water turns red and all"
YEA thats what I put - the blood goes into the water making blood patches and by the end its all blood.
YEA thats what I put - the blood goes into the water making blood patches and by the end its all blood.

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I really like most of the ideas , especially the ones about the blood , scince it was too exagerated in MK:DA.


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I think that what you mentioned is all true. But I also want to see shards og glass sticking out of the fighters when they are knocked through a paine or staind glass window.
I also think that not only can you interact with the enviroments, but they could interact with you. You had great examples of the terrain slowing you down but how about this?
If there is the Living Forest, the trees should be able to in snare you in vines at random times.
If you are fighting on a floating raft, there should be times when if you are going down a river, you should watch out for branches that can cause extra damage if you get hit. Plus if the fight goes on long enough, the raft falls down a water fall and you can then fight on a gaint tree.
Also if you are fighting in an arena with animals they should be able to attack you if they please.(See my slaughter yard concept at Arena Concepts on this page) Everything you said and everything I wrote could lead to an intresting fight, not just against the opponenet, but the enviroment as well.
I also think that not only can you interact with the enviroments, but they could interact with you. You had great examples of the terrain slowing you down but how about this?
If there is the Living Forest, the trees should be able to in snare you in vines at random times.
If you are fighting on a floating raft, there should be times when if you are going down a river, you should watch out for branches that can cause extra damage if you get hit. Plus if the fight goes on long enough, the raft falls down a water fall and you can then fight on a gaint tree.
Also if you are fighting in an arena with animals they should be able to attack you if they please.(See my slaughter yard concept at Arena Concepts on this page) Everything you said and everything I wrote could lead to an intresting fight, not just against the opponenet, but the enviroment as well.
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all ideas are good, but how are u gonna make it, isn't it hard 2 add to much detail??
It'd be great to have all them effects in the game, but will they be able to put them all in?? The lighting effects in MKDA weren't all that amazing to me, compared to other games, so my hopes aren't getting to high for alot of stuff like this. But hopefully i get proved wrong.
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i learn my listen of buying mkda the 2nd week it came out. any way, this time i hope the ice stage cracks.
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although i think your ideas are great...it would take up too much disc space to incorporate all those things. Look at Tao Feng, it was so hyped up, but looking back, the ONLY reason it was hyped up was due to the amount of memory (MB pixels whatever) each character had. I'd rather that they concentrate on interative environments in the way the walls break, floor breaks, and ice shatters as opposed to the characters themselves adapting to this environments in such a way its too real

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All good ideas.
The environmental ones are the best. I like the idea of the blood mixing with water. I'd love to see that.
Your right about the blood needing to be less chunky. It was ok, but not realistic at all.
The environmental ones are the best. I like the idea of the blood mixing with water. I'd love to see that.
Your right about the blood needing to be less chunky. It was ok, but not realistic at all.
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