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Fighting Game Spec
"cancelling" mechanic - if a move has "cancelable X," it can be played together with a move of type X. If the move with type X hits, the cancelable move also hits (cancelable moves can link into other cancelable moves).
"reset" mechanic - like a knockdown, shuffles all the cards in your line back into your deck (for a card like "backdash — dodges all non-ranged moves, startup probably like 2, reset"
Players start the deckbuilding process by creating a "character." This means choosing a stat distribution between a few stats:
- Strength
- Speed
- Reflex
- Magic
- Technique
Players can distribute 10 points among these stats in any way they'd like.
They play as this "character" when they play this deck—maybe they also give the character a name and an avatar (unique avatars anyone?? maybe each possible unique combination of stats eventually gets a canon named character?).
With the character, the player now builds a deck of 60(?) cards. They can put any cards in their deck, but they should take their character's attributes into account, because cards require certain attributes to play (at least 2 strength, etc.).
Cards come in 2 general types:
- Moves - punches, kicks, blocks
- Moves all have:
- Start up time (how long the move takes to start)
- Hitstun time (if it's an offensive move, how long the opponent has to recover if hit)
- Recovery time (how long you have to recover after using the move)
- Moves can have:
- Damage or damage block (damage forces draws from the resource deck)
- Dodge certain other moves
- Type: attack, block, or grapple (attack > throw, throw > block, block > attack)
- Armor rating (can absorb some moves and still work)
- potentially infinite other mechanics ("disjoint" letting an attack beat other attacks even with a speed tie? etc.)
- Moves all have:
- Moves can have sub-types:
- Modifiers - jumping, crouching, teleporting, etc.
- Modifiers can be played on their own or with a move, in which case they modify the move in some way, either changing the move's given attributes, adding new ones, or adding some other mechanic
- e.g. "Leap," on it's own, does something like "dodge unless the enemy does an 'anti-air' move," and played as a modifier, it adds that quality to the move it's modifying (without adding to the move's startup/recovery? or adding them together?)
- Modifiers can be played on their own or with a move, in which case they modify the move in some way, either changing the move's given attributes, adding new ones, or adding some other mechanic
- Specials - fireballs, poison clouds, power ups
- Specials can't be modified, but they can be modifiers
- Specials have the same qualities as moves, but tend to be stronger and require more resources
- Modifiers - jumping, crouching, teleporting, etc.
- Resources - super meter, ammunition, smoke bombs (non-renewables)
- Resources are required to played along with some moves
- Resources are always visible
Players split their decks in two: their "move" deck and their "resource" deck. The resource deck is the player's health pool — if they are forced to draw from it and no cards are left, they lose.
At the start of the game, players draw 5 moves.
Turns are played simultaneously: Both players choose a move to play, reveal their moves at the same time, then draw a replacement move. Players repeat this loop, attempting to link moves into each other by navigating startup, hitstun, and recovery well.
- 2 startup move vs. 3 startup move: 2 startup wins, so the 2 startup move hits
- The hit has 6 hitstun and only 3 recovery, giving that player +3
- Next they play a 3 (-3 for the advantage) startup move and 1 startup move: 3 startup wins because of the +3, so it hits
- etc.
- Players can pass without playing a move if they want
If one player is able to deal 10 or more damage straight, without being damaged by the other player, they score a "knockdown": the board is cleared of moves (into the discard pile), and the next pair of moves resets to 0 frame advantage. Whenever a player is damaged, they draw 1 resource for each point of damage. Drawn resources are revealed, while unplayed moves are hidden. If a player's entire move deck is in play or in the discard pile, they shuffle all their moves back into their move deck.
Character: Ryu (2/2/2/2/2 stats)
Jab
type: move
stat requirements: 1 speed
startup/hitstun/recovery: 2/6/3
damage: 1
Straight
type: move
stat requirements: 1 speed, 2 strength
startup/hitstun/recovery: 3/8/4
damage: 5
Uppercut
type: move
stat requirements: 1 speed, 1 strength
startup/hitstun/recovery: 3/6/10
damage: 7
anti-air
Low Kick
type: move
stat requirements: 2 strength, 1 technique
startup/hitstun/recovery: 4/4/9
damage: 6
sweep
Hip Throw
type: grapple move (beats shield moves)
stat requirements: 1 strength
startup/hitstun/recovery: 4/4/6
damage: 8
Arm Block
type: shield move (fails against grapple moves)
stat requirements: 1 strength
startup/recovery: 1/5
block: 8 (no hitstun or damage from moves totaling less than 8 damage, lasts until your next move or until >8 damage is dealt)
Leap
type: modifier move
stat requirements: 1 speed
startup/recovery: 1/4
dodge all moves except for anti-airs
modify: dodge all moves except for anti-airs, anti-air (can't modify sweeps) (if modifying, add this to next move) (can only modify regular moves)
Crouch
type: modifier move
stat requirements: 1 speed
startup/recovery: 1/4
dodge all moves except for sweeps
modify: dodge all moves except for sweeps, sweep (can't modify anti-airs) (if modifying, add this to next move) (can only modify regular moves)
Hadouken
type: special move
stat requirements: 2 magic, 2 technique
startup/hitstun/recovery: 5/8/5
damage: 5
resources: 3 super
disjoint (beats moves when start up is tied)
ranged 3 (-3 startup when played as a first move, such as after knocking the opponent down or after shuffling all moves into the deck)
Shouryuken
type: special move
stat requirements: 2 strength, 1 reflex, 1 magic, 1 technique
startup/hitstun/recovery: 4/9/10
damage: 10
resources: 5 super
armor 1 (can be hit once during startup without being beaten. If hit twice, it is beaten.)
anti-air
Super
type: resource
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Health represented by a deck, put cards from that deck into your hand when you take damage
- Players lose when they are forced to draw from their health deck but can't
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Simultaneous turn taking
- Players choose stacks of cards as combos they are committing to
- those stacks are "evaluated" like a game of War
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Players may build decks with as many "normals" as they want
- Normals, each optionally crouching, standing, jumping:
- Block, Throw
- light, med, strong punch
- light, med, strong kick
- Normals, each optionally crouching, standing, jumping:
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Players may put a limited number of any given "special"
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Moves have optional positioning
- "Normals" can all be performed either standing still, approaching, retreating, jumping or crouching
- "Specials" each specify what positioning options they have if any
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Moves have "frame data", a frame is a single simultaneous turn
- Startup frames are how long they must be revealed before they take effect
- Active frames is how many frames the effect of the move lasts
- Recovery frames is how long the player must wait until their next action
https://www.youtube.com/watch?v=jmO7K_n6n5o&index=5&list=PLj34EySs1IeZLdaLTIoMvkoMkxUk2l74A
- Hit stun
- We'll need rules for hit stun, how much recovery time is induced by being hit
- Lower if the receiving character is blocking
- a move is "safe on block" if the block stun is longer than the recovery time
- heavier moves should be less safe on block
- The recovery time of an attack will usually (always?) be longer than the hit stun it produces (without some other synergy?)
- Canceling allows the next move to occur at the end of the active frames rather than the end of the recovery frames
- every move has a weight on a scale, does it's weight in damage on hit
- heavier moves can cancel lighter ones
- the whole cancel chain must be committed to at once
- Combo breakers and extenders?
- Super meter?
- Mechanics from TCGs?
- Permenants
- Hand disruption
- Healing
- Deck manipulation
- Direct damage
- Card draw
- Resource escalation (do we need it?)
- "Crowd support/excitement" could be the narrative excuse for resource escalation
- Crowd support could increase your damage, reduce the damage you take, reduce startup or recovery frames leading to easier combos,
- "Crowd support/excitement" could be the narrative excuse for resource escalation
drawing 7 and playing all of them before drawing again felt better than drawing 1 every time you play 1