Game play ideas with visual examples.
3D Kombat Klassics
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Game play ideas with visual examples.
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posted09/09/2004 05:14 AM (UTC)by

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09/07/2002 09:20 PM (UTC)
Here is the idea for the thread.
Try to come up with game play ideas, or things you'd like to see game play related in MK7.
No extras, just focus on the actual fighting.
You don't have to limit your ideas to what you expect the game to be like. You can go beyond that, be creative.
If you can, try to use video or pictures as examples for your ideas whenever possible. Then if you can, try to explain how that technique could be used in the game. Get as detailed as you want.
If you find a site with some good fight clips that could be used to come up with ideas, post them.
If someone posts a video or picture with an idea, other people can pick at that same idea to try and refine it.
Post any ideas that come to mind.
Explain all moves with the character facing to the right Whenever possible.
I think this will be an awesome thread if it gets a lot of cooperation, so bring it on!
I'll start....
I'm thinking of a very intricate and complex fighter that is easy to pick up, but keeps expert players interested at the same time.
Something along the lines of games like Soul Calibur2, Tekken5, VF4.
This is something I'd like to see.
Video clip
Monkey kung fu: Watch the man in black.
This is a reversal that would work almost the same as Steve Fox's punch reversal.
For this guy, you could tap 1,back.
This would cancel the 1 punch to a parry animation.
This move only works against punches.
If it connects, you will pull the opponent towards you, and like with Akira's throw in VF4.
>,
You can chain a number of attacks to this pull animation.
To do the kick in the video, you would press 4.
Pressing 1,2,3 or 4 results in different moves.
So the entire move done in the video would be like this.
(At the same time the opponent throws a high or med punch.)
1,
This move can be used to break a combo while blocking. But it can only be done at break points or against a slower combo or if a move is delayed.
Extra note: You can combo in a right punch to the gut with your knuckles down.
Tap 1,
The right punch only comes out if the parry misses. If it connects, the opponent will be stunned gasping for air.
If you get a cleat hit to the opponent's back, they will be stunned also, but not as long.
If it connects as a counter hit, the opponent will stumble and fall. They will fall differently depending on what position they are in. For example if you hit them in the back, side or front.
So now you could compare this move to an auto parry attack like Lion's D,B+P in VF4.
Try to come up with game play ideas, or things you'd like to see game play related in MK7.
No extras, just focus on the actual fighting.
You don't have to limit your ideas to what you expect the game to be like. You can go beyond that, be creative.
If you can, try to use video or pictures as examples for your ideas whenever possible. Then if you can, try to explain how that technique could be used in the game. Get as detailed as you want.
If you find a site with some good fight clips that could be used to come up with ideas, post them.
If someone posts a video or picture with an idea, other people can pick at that same idea to try and refine it.
Post any ideas that come to mind.
Explain all moves with the character facing to the right Whenever possible.
I think this will be an awesome thread if it gets a lot of cooperation, so bring it on!
I'll start....
I'm thinking of a very intricate and complex fighter that is easy to pick up, but keeps expert players interested at the same time.
Something along the lines of games like Soul Calibur2, Tekken5, VF4.
This is something I'd like to see.
Video clip
Monkey kung fu: Watch the man in black.
This is a reversal that would work almost the same as Steve Fox's punch reversal.
For this guy, you could tap 1,back.
This would cancel the 1 punch to a parry animation.
This move only works against punches.
If it connects, you will pull the opponent towards you, and like with Akira's throw in VF4.
>,
You can chain a number of attacks to this pull animation.
To do the kick in the video, you would press 4.
Pressing 1,2,3 or 4 results in different moves.
So the entire move done in the video would be like this.
(At the same time the opponent throws a high or med punch.)
1,
This move can be used to break a combo while blocking. But it can only be done at break points or against a slower combo or if a move is delayed.
Extra note: You can combo in a right punch to the gut with your knuckles down.
Tap 1,
The right punch only comes out if the parry misses. If it connects, the opponent will be stunned gasping for air.
If you get a cleat hit to the opponent's back, they will be stunned also, but not as long.
If it connects as a counter hit, the opponent will stumble and fall. They will fall differently depending on what position they are in. For example if you hit them in the back, side or front.
So now you could compare this move to an auto parry attack like Lion's D,B+P in VF4.
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that would be more realistic. i think they should adopt more from the real martial arts

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An idea for a special ability.
A fighter that uses small portals to move him self, the opponent, or the opponent's projectiles.
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A fighter that uses Gravity could hold the opponent down, make them kneel, then make them lay on the floor, opening them up for a low throws, stomp attacks etc.
If the opponent is air born, he can make them slam to the ground extra hard.
He could keep a floored opponent from getting up for a little while.
He could make projectiles fall to the ground before reaching him.
A fighter that uses small portals to move him self, the opponent, or the opponent's projectiles.
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A fighter that uses Gravity could hold the opponent down, make them kneel, then make them lay on the floor, opening them up for a low throws, stomp attacks etc.
If the opponent is air born, he can make them slam to the ground extra hard.
He could keep a floored opponent from getting up for a little while.
He could make projectiles fall to the ground before reaching him.
I liked the way MK:DA was but I would change a few things. Most have been updated in MK:D, but I would like the ability to string any move into another move including the ability to "cancel" out of special moves. (Think two-in-one a la Street Fighter but backwards....ice blast directly into a combo).
If you have played Guilty Gear you know exactly what I am talking about. Any move can chain into another move with limits on the amount of specials in the string that you put together.
And maybe make the fighters look more realistic, but that will come with time and technological upgrades....I hope.
If you have played Guilty Gear you know exactly what I am talking about. Any move can chain into another move with limits on the amount of specials in the string that you put together.
And maybe make the fighters look more realistic, but that will come with time and technological upgrades....I hope.

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I like the idea of canceling special moves both ways.
That's something I liked from MK4.
Since this is a 3D fighter, I think that there would have to be a limit to which moves can cancel to others. So the game keeps a realistic sense of centrifugal force or balance.
A good flow of motions that would be able to chain together smoothly in real life.
I'd like to have some special moves incorporated in to combos, similar to KI, and Bloody roar.
Like you can do a special move at a specific point in a combo.
I also want to have the Direction pad have a lot to do with the variation of combos.
Including more D. Pad motions like 1,2,>+4 or even some circular motions like 1,2,D,DF,F+2
That's something I liked from MK4.
Since this is a 3D fighter, I think that there would have to be a limit to which moves can cancel to others. So the game keeps a realistic sense of centrifugal force or balance.
A good flow of motions that would be able to chain together smoothly in real life.
I'd like to have some special moves incorporated in to combos, similar to KI, and Bloody roar.
Like you can do a special move at a specific point in a combo.
I also want to have the Direction pad have a lot to do with the variation of combos.
Including more D. Pad motions like 1,2,>+4 or even some circular motions like 1,2,D,DF,F+2

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Here's a kool move that could be used as a special attack, a throw escape, in combination with a reversal or as an auto counter stance like AOI's
The Yi Chuan explosion power.
The person doing the move doesn't even have to move, it's the energy that pushes the opponent away. It's like an invisible shove.
I don't know how real it is, but I found some video clips of a kung fu master performing the attack.
It looks pretty kool, and I think I'd be awesome and original for a fighter in MK7 or in any fighting game really.
Check it out...
Video
Go here to see the rest of the video clips demonstrating the Yi Chuan explosion power.
This technique could also be used against projectiles, you would do the Yi Chuan explosion and the fireball would hit the invisible wall, it would just explode before getting to you. Against Scorpion's spear, the spear would just bounce back, then scorpion would pull it back in real quick.
A special effect for the move could be some dust lifting, if there is a level with leaves, the leaves would fly away from him, if it's raining, you would see the rain splash sideways all around him.
Like there was an invisible force pushing this stuff out of the way.
The sound effect for it could be a windy/light thunderous sound.
Like a light rumbling sound mixed with a slow woosh.
The Yi Chuan explosion power.
The person doing the move doesn't even have to move, it's the energy that pushes the opponent away. It's like an invisible shove.
I don't know how real it is, but I found some video clips of a kung fu master performing the attack.
It looks pretty kool, and I think I'd be awesome and original for a fighter in MK7 or in any fighting game really.
Check it out...
Video
Go here to see the rest of the video clips demonstrating the Yi Chuan explosion power.
This technique could also be used against projectiles, you would do the Yi Chuan explosion and the fireball would hit the invisible wall, it would just explode before getting to you. Against Scorpion's spear, the spear would just bounce back, then scorpion would pull it back in real quick.
A special effect for the move could be some dust lifting, if there is a level with leaves, the leaves would fly away from him, if it's raining, you would see the rain splash sideways all around him.
Like there was an invisible force pushing this stuff out of the way.
The sound effect for it could be a windy/light thunderous sound.
Like a light rumbling sound mixed with a slow woosh.


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Great thread and great ideas Bleed. There should be plenty of ideas to come.
I'll try to put some down later.
I'll try to put some down later.
I never got into the restrained feeling of MK:DA when it came to combos. You were confined to using a predetermined combinations of buttons.
Killer Instinct was an awesome basis for a combo system. In theory, anything could link into anything....and the more skilled fighters could really string together some good combos.
Killer Instinct was an awesome basis for a combo system. In theory, anything could link into anything....and the more skilled fighters could really string together some good combos.

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Here is a counter attack idea for a Wing Chun fighter.
Video
The guy has a special block animation where he crosses his arms, one hand pointing up and the other pointing down.
If you block a punch with this guard animation, you will grab the opponent's arm pull it downward and do a back fist to the face with the other hand.
The command would be >+block and it works against high and med punches as a counter, but against a kick, it will just be a block, or some other counter attack.
This could work like a normal reversal in Tekken tag or VF4. You can do the move while blocking.
To make it look more like in the video, that cross arm block could be a normal guard like in MKDA. If you do >+Blk, the same block animation will come out, but it will have a different effect = The counter.
That way, it looks just like in the video.
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Another way to do the move could be that the cross arm guard is one of the blocks that you would do normally like in MKDA.
The guarding in this game should be very detailed depending on the martial art and the attack. It can not be generic like it was in MKDA.
Anyway, you have to pay attention to your opponent's attacks and you need to be able to predict what type of attacks or combos they like to use.
So while blocking, if you see the cross arm animation, you can tap 1, or 2 to do the counter punch.
You can't just mash on the punch buttons to do this, because if you press an attack button while blocking, you will be hit.
This meant to avoid cheap tactics.
There are only certain block animations that can have counter attacks linked to them.
Note: There can be 1 or several attacks that can be done off a specific block. You need to learn what block does what and you need to be able to predict your opponent's attacks.
That is actually not as hard as it sounds.
Note: You can hold block while pressing the attack button to do the counter.
You must tap the correct attack button during the block animation, not before or after. There is a set frame count in which you can perform the attack.
Video
The guy has a special block animation where he crosses his arms, one hand pointing up and the other pointing down.
If you block a punch with this guard animation, you will grab the opponent's arm pull it downward and do a back fist to the face with the other hand.
The command would be >+block and it works against high and med punches as a counter, but against a kick, it will just be a block, or some other counter attack.
This could work like a normal reversal in Tekken tag or VF4. You can do the move while blocking.
To make it look more like in the video, that cross arm block could be a normal guard like in MKDA. If you do >+Blk, the same block animation will come out, but it will have a different effect = The counter.
That way, it looks just like in the video.
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Another way to do the move could be that the cross arm guard is one of the blocks that you would do normally like in MKDA.
The guarding in this game should be very detailed depending on the martial art and the attack. It can not be generic like it was in MKDA.
Anyway, you have to pay attention to your opponent's attacks and you need to be able to predict what type of attacks or combos they like to use.
So while blocking, if you see the cross arm animation, you can tap 1, or 2 to do the counter punch.
You can't just mash on the punch buttons to do this, because if you press an attack button while blocking, you will be hit.
This meant to avoid cheap tactics.
There are only certain block animations that can have counter attacks linked to them.
Note: There can be 1 or several attacks that can be done off a specific block. You need to learn what block does what and you need to be able to predict your opponent's attacks.
That is actually not as hard as it sounds.
Note: You can hold block while pressing the attack button to do the counter.
You must tap the correct attack button during the block animation, not before or after. There is a set frame count in which you can perform the attack.
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I heard that Jet Li's Game had an impressive attack/combo system. Instead of buttons, you would use both thumbsticks to move and perform attack/defense actions. But changing direction and attack/defense actions you could sting certain combos together.
I can't stand the strings of buttons that you have to hit in MKDA. I get frustrated when I can;t pull them off, and it would take me a thousand times to practice to remember.
It should be a little easier than that.
I can't stand the strings of buttons that you have to hit in MKDA. I get frustrated when I can;t pull them off, and it would take me a thousand times to practice to remember.
It should be a little easier than that.

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If the game was more like SC2, you would have an easier time doing combos, because there are so many moves you can do, that you can pretty much guess a button combination and a combo will come out.
If you only have like 3 or 4 specific strings per style, then you have to memorize them.
When you have a ton of moves and options to go with them, you can almost do custom combos. There is just a lot more freedom. Eventually, if you want to master that fighter, you will have to look at the moves list, but other wise, you can just experiment and get decent results.
That's one of the things I want to see in the next MK.
If you only have like 3 or 4 specific strings per style, then you have to memorize them.
When you have a ton of moves and options to go with them, you can almost do custom combos. There is just a lot more freedom. Eventually, if you want to master that fighter, you will have to look at the moves list, but other wise, you can just experiment and get decent results.
That's one of the things I want to see in the next MK.

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Great thread Bleed! Too bad no one's responding to your master minded ideas...
I haven't been able to watch all the movies you linked, but that mokey kung fu shizzle was dope!
I know what you mean about being like Sc2... A lot of people will complain about that statement, but I'm sure you're talking about the frames and buffering in this case. If MK had decent frames you wouldn't even need the big canned combos, you could make your own.
Even if they're from smaller 2-4 hits, you can still link moves from other styles together. Even in DA you can perform a move in the next style by pressing the change button and the command for the move simultaneously. If there wasn't 10-15 frames of "dead animation" the fighting system would be much more open ended. Having a separate style switching button from weapons would be even better!
Technically, you can buffer moves/specials in DA, but it's very difficult due to the random # of frames and by that time you'll be taking damage.
Off Topic: Ray called me, he should be getting his computer back today! Finally, LOL! So hopefully we can have a meeting or something this weekend. I'll keep you up to date on that.
I haven't been able to watch all the movies you linked, but that mokey kung fu shizzle was dope!
I know what you mean about being like Sc2... A lot of people will complain about that statement, but I'm sure you're talking about the frames and buffering in this case. If MK had decent frames you wouldn't even need the big canned combos, you could make your own.
Even if they're from smaller 2-4 hits, you can still link moves from other styles together. Even in DA you can perform a move in the next style by pressing the change button and the command for the move simultaneously. If there wasn't 10-15 frames of "dead animation" the fighting system would be much more open ended. Having a separate style switching button from weapons would be even better!
Technically, you can buffer moves/specials in DA, but it's very difficult due to the random # of frames and by that time you'll be taking damage.
Off Topic: Ray called me, he should be getting his computer back today! Finally, LOL! So hopefully we can have a meeting or something this weekend. I'll keep you up to date on that.


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This thread got buried fast. I almost missed it. That's pretty good stuff right there though.
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I'm very interested in your ideas, I've always liked open-ended fighters...
The combo system sounds more like the one Wanderer has been pushing for as long as I can remember.. When I saw this thread open, I was prepared to post about it but it seems that you've already covered it quite well.
I suppose I'll take suit from a more cosmetic standpoint... I'd love to see the game take a darker more realistic feel. No, this does not mean that I would like to see more blood and gore. Allow me to explain:
Consider Fight Club. The Silent Hill Series. Now, consider Dead Or Alive... I'm not saying that the game should adopt a different art style, I'm saying that it should expand upon the current one. I would like to see graphics more inspired by Mortal Kombat 2.
MK2 proved that you didn't need a limited color palette to have a dark and gothic feel. The game had some of the most vibrant colors in the series, what with specials and various effects. Johnny Cage's moves were highlighted in a very prominent green, fireballs glowed and things seemed to jump off the screen.
I suppose you all get the point, I couldn't find any screen captures that truly show what I want them to show...
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I want environments to have increased value in fitghts. Deception has proved to take the right direction but I want to see the arenas have more impact on a fight.
I, along with most of the forum members, have noticed that the game's arenas all seem to be square in design. The world isn't restricted to primitive shapes, I want to see this changed...
I was disappointed about Pit 1 no longer being an actual bridge.. Why not? It wouldn't bring the series back into 2D, it would simply add another play mechanic into the game. I want to see a draw bridge style level that swings and sways in the wind.. Planks could fall and cause the fighters to lose balance at random.. I suppose I'm asking for real world environments effected by real world physics.. It just makes sense to me..
I'm not asking for "Real" graphics, I don't think the game should take that route. I like knowing that the game I'm playing is a game, I just want more detail and articulation. You know what I mean.
The combo system sounds more like the one Wanderer has been pushing for as long as I can remember.. When I saw this thread open, I was prepared to post about it but it seems that you've already covered it quite well.
I suppose I'll take suit from a more cosmetic standpoint... I'd love to see the game take a darker more realistic feel. No, this does not mean that I would like to see more blood and gore. Allow me to explain:
Consider Fight Club. The Silent Hill Series. Now, consider Dead Or Alive... I'm not saying that the game should adopt a different art style, I'm saying that it should expand upon the current one. I would like to see graphics more inspired by Mortal Kombat 2.
MK2 proved that you didn't need a limited color palette to have a dark and gothic feel. The game had some of the most vibrant colors in the series, what with specials and various effects. Johnny Cage's moves were highlighted in a very prominent green, fireballs glowed and things seemed to jump off the screen.
I suppose you all get the point, I couldn't find any screen captures that truly show what I want them to show...
--
I want environments to have increased value in fitghts. Deception has proved to take the right direction but I want to see the arenas have more impact on a fight.
I, along with most of the forum members, have noticed that the game's arenas all seem to be square in design. The world isn't restricted to primitive shapes, I want to see this changed...
I was disappointed about Pit 1 no longer being an actual bridge.. Why not? It wouldn't bring the series back into 2D, it would simply add another play mechanic into the game. I want to see a draw bridge style level that swings and sways in the wind.. Planks could fall and cause the fighters to lose balance at random.. I suppose I'm asking for real world environments effected by real world physics.. It just makes sense to me..
I'm not asking for "Real" graphics, I don't think the game should take that route. I like knowing that the game I'm playing is a game, I just want more detail and articulation. You know what I mean.

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I'd like to see more of a scary looking MK too, taking some ideas from the look of the Silent hill games.
Have the stages and fighters be kind of dirty, their clothes warn out.
Have fighters with broken or dented armor, blood stained clothing and weapons.
You know, to make it look like they have been fighting for years, not like they bought the clothes the night before.
Some stages should be gritty, destroyed, dry blood on the walls and floor, trash flying around, Stuff burning fights going on in the back ground.
I like the overly muscular look of the New MK games, but I'd also be happy if they went with a more realistic style, like in Silent hill, with realistic proportions.
Have some characters ripped, others huge, others normal. Like in real life, they would have different body types.
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Special moves should have more detail put in to them visually. For example Rayden's electricity should be like in the MKD intro FMV.
That's what I was expecting Rayden's lightning blast to look like in MKD.
Have the stages and fighters be kind of dirty, their clothes warn out.
Have fighters with broken or dented armor, blood stained clothing and weapons.
You know, to make it look like they have been fighting for years, not like they bought the clothes the night before.
Some stages should be gritty, destroyed, dry blood on the walls and floor, trash flying around, Stuff burning fights going on in the back ground.
I like the overly muscular look of the New MK games, but I'd also be happy if they went with a more realistic style, like in Silent hill, with realistic proportions.
Have some characters ripped, others huge, others normal. Like in real life, they would have different body types.
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Special moves should have more detail put in to them visually. For example Rayden's electricity should be like in the MKD intro FMV.
That's what I was expecting Rayden's lightning blast to look like in MKD.
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I honestly think that would be the best route, visually. I have a feeling you know exactly what I'm talking about. Twisted Metal: Black kindof has the gritty feel that I've mentioned, although I wouldn't adopt the insane theme that the game is based on. There isn't any need for MK to be quite THAT dark.
I would love for the small details to make the environments more colorful. I want the projectiles to be full of light and color, much like MK2... A good example is this shot:
[img src="http://ps2media.ign.com/ps2/image/finalantasy7advent_100303_16.jpg"]
This is Cloud walking through a church in the new Advent Children film. I know that the systems aren't capable of showing such highly detailed shots but the lighting and coloring can be similar if not replicated on Next Gen consoles..
I basically want the graphics engine to handle and look somewhat like the Intro for Deception. I agree that Raiden's lighting looks wonderful. All of the projectiles just look great.. The darkness around the fighters, the light sourcing. All of it.. (Again, I know that it won't be shown at FULL detail... Just an example, something similar)
EDIT: Apparently, I don't know how to post pictures. :P
I would love for the small details to make the environments more colorful. I want the projectiles to be full of light and color, much like MK2... A good example is this shot:
[img src="http://ps2media.ign.com/ps2/image/finalantasy7advent_100303_16.jpg"]
This is Cloud walking through a church in the new Advent Children film. I know that the systems aren't capable of showing such highly detailed shots but the lighting and coloring can be similar if not replicated on Next Gen consoles..
I basically want the graphics engine to handle and look somewhat like the Intro for Deception. I agree that Raiden's lighting looks wonderful. All of the projectiles just look great.. The darkness around the fighters, the light sourcing. All of it.. (Again, I know that it won't be shown at FULL detail... Just an example, something similar)
EDIT: Apparently, I don't know how to post pictures. :P

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You almost got it right.
It's like this
Since the next MK is going to be on the PS3 and Xbox2, I would imagine the graphics to look much better, with higher polygon counts, higher resolution texture maps and extra power for special effects and whatever.
I think it's going to look almost as good as the MKD intro, not quite that good, but when the game is in motion, it'll be able to fool your eye.
You don't notice the little details so much when the game is in motion.
I think it will look almost twice as good as DOA Ultimate.
But that's just a guess.
I'm sure they'll be able to pull of a scene like that one from Final Fantasy, they can fake it and make it look almost the same.
I can't wait to see what the new systems are capable of.
It's like this
Since the next MK is going to be on the PS3 and Xbox2, I would imagine the graphics to look much better, with higher polygon counts, higher resolution texture maps and extra power for special effects and whatever.
I think it's going to look almost as good as the MKD intro, not quite that good, but when the game is in motion, it'll be able to fool your eye.
You don't notice the little details so much when the game is in motion.
I think it will look almost twice as good as DOA Ultimate.
But that's just a guess.
I'm sure they'll be able to pull of a scene like that one from Final Fantasy, they can fake it and make it look almost the same.
I can't wait to see what the new systems are capable of.
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