Mortal Kombat vs Tekken

December 14th, 2008

On the off chance that some video game developer is browsing the web for clues as to how to make the next great game series, I’ve got a helpful idea.

Back in the 90s, fighting games were big in the arcade.  Street Fighter II made the first big splash, followed by the Mortal Kombat series, and then eventually moving into 3D fighters like Virtua Fighter and Tekken.  Personally, I greatly enjoyed Street Fighter II, and fell in love with Mortal Kombat - but for some reason I found myself frustrated and uninterested in the 3D fighters.  Sure, graphically they were a step forward - 3D models, lots of realistic-looking fighting styles, numerous characters.  But they were missing something.

I think most importantly what they were missing was crisp play control.  I like the word “crisp” in describing games with excellent play control - what you want is a game that is immediately responsive to your button presses, logical and intuitive.  Think about satisfying user interfaces on your PC.  When you push a button, it should go “click” and look like it’s being pressed.  When you’re waiting for something to happen, you want a little hourglass or watch to show up and indicate that the computer is “thinking” so you don’t sit around wondering what’s going on.

Tekken felt like the opposite of crisp.  Pushing buttons either executed a move or didn’t.  A move either actually struck your opponent or it didn’t, and there was not an immediately accessible logic about it.  If an opponent was reeling or falling down from your last attack, then your fists might just sail through the opponent’s body without doing anything.  You successfully execute a combo but your opponent moves, so you’re left flailing into an empty corner while you wait for the move to complete.  It was not terribly satisfying.

Mortal Kombat on the other hand, had a complete logic to it.  If you hit an opponent, even if that opponent was falling, you scored a blow.  You never missed for no reason, or found yourself frustrated in your inability to make your character do what you want.  Crouching always went under projectiles, jumping always took you over them.  Basic punches and kicks were more rapid fire.

This is maybe why Star Wars: Force Unleashed for the Wii was ultimately not satisfying for me.  You spent a lot of time flailing your lightsaber and throwing people around, but often too many things were happening at once, and it was sometimes unclear that your powers actually did anything, and getting your character to do what you want was not always easy or intuitive.

So something to think about while making RiftMaker I guess.

Broadway Abridged

December 13th, 2008

Is hilarious.  Check out this awesome parody script of Les Miserables.

Believe, a New Musical

December 11th, 2008

So I went exploring the web for new musical material, and found one called Believe: A New Musical - it doesn’t look like it’s been seriously produced, but it’s had several readings, recordings, and workshops.  Plotwise, it’s more similar to Tell Me a Beautiful Lie than a lot of other new musicals, in that it’s a romance set in a turmoil-icious historical period, but the musical style is a little less dour and moody than mine.  Some of the songs are all right, although nothing that I’ve listened to so far has really gripped me.  You can listen to them here.

A New Riftmaker Demo

November 1st, 2008

A new demo is available!  Click here to try it out.

Here’s what’s new:

  • Town tileset
  • More script elements to tell a story
  • Three new NPC sprites - Argov the Alchemist, generic townsman, merchant
  • Shop mechanics
  • Gold
  • Experience and leveling
  • Bug fixes
  • Use ESCAPE to leave menus

I suggest heading over to the Lycaeum to read up on how combat works before going to the ticket office - there you can travel back to the Arisian Desert (the last demo) and try out the retuned Sand Dragon fight.  You should probably be level 3 before attempting.

Some big items still remaining to implement:

  • Save/Load
  • Vehicle travel
  • Item use in combat
  • Magic use in the game menu
  • Inn mechanics
  • Debuffs (poison, stun, etc)

Tomorrow Morning: the Musical

October 27th, 2008

Sometimes I get into a kick where I scour the web for new musical theater works - it both satisfies my morbid curiosity about “the competition” (in scare quotes as I would have to exist on the playing field for me to have competition), and my occasional desire for new good musical theater fare.

Unfortunately, most of the shows I find aren’t really my cup of tea, or, since I hate tea, I guess, Sprite Zero.

Tomorrow Morning: the Musical is an example.  Most new musical theater stuff these days (that isn’t produced with mega-zillions of dollars) consists of spirited actors singing hook-less and generally uninteresting (but mildly pleasant) melodies over artful piano playing, usually about modern, “relevant” stuff that I don’t give a flying patootie about.  I might be made to give one or more flying patooties, however, if the music was better than blah.  The more shows I listen to, out there, however, the more blah I find.

My friend Adam Wood suggests that the reason most new musical theater songs don’t have hooks is because writing hooks is hard.  That seems reasonable enough, but a lot of these shows don’t even try.  The music isn’t structured to have a hook, or even, quite often, a sense of “title-ness.”

Oh well.  I can only keep working at making my stuff as good as I can get it.

Quick RiftMaker fixes

September 18th, 2008

In an effort to make the game more streamlined and intuitive, I’ve implemented some quick changes to the latest RiftMaker demo:

1) Bash (the stun move) has been replaced with Finish - an instant critical strike for Rile that works only when the enemy is below 25% health.  IMO, it’s much less awkward than Bash, although it’s really only useful on bosses, who have enough health to warrant beating them down quickly at the end of combat.

2) The top dragon’s vicious countermove has been replaced with an “Enrage Attack” that beats the mess out of a character after the dragon’s health gets low enough.  The attack is survivable, but it should motivate players to use Finish as much as possible to shorten the dragon’s “enrage” time.  The bottom dragon still heals.  The numbers have been jiggered around some more.

3) Enemy HP is now visible as a percentage by the enemy’s name.

4) Enemy moves are now “announced” via a monster’s floating text (like damage).  I’m not sure yet if this is a good idea or simply goofy looking.  I’ll let y’all be the judges.

Click here to play the demo (clear your browser cache if you’ve played a previous demo).

Replicating Mario’s Play Control

September 14th, 2008

So I’ve been playing around a little with trying to replicate Mario’s jumping style in Flash, on the theory of, if I’m going to make a derivative platformer, I might as well derive from the best!  There are a couple of odd things I’ve noticed in studying Mario’s jumping style in Super Mario Bros. 3, however.

1) The height of Mario’s jump is dependent on how long you hold the A button.  It’s so intuitive I’d never actually noticed it before.

2) You get a certain amount of control of your left and right movement while in the air, but most of your horizontal movement while in the air is a function of your movement speed while on the ground - hence why doing a “run jump” goes so much farther, and why jumping straight up doesn’t permit a lot of left and right movement.

I can’t quite get it to feel right, yet, but I’ll let you know when I do.

Some Fixes to the RiftMaker Demo

September 13th, 2008

I’ve been taking some suggestions for the latest RiftMaker demo, and will be continuing to fix and update as time goes by.  The following is new since the last posting:

1) The icons for the hotkey moves are now much larger and brighter, hopefully making it easier to link button to effect in your mind.
2) Bash has been nerfed somewhat to an 8-second stun with an 8-second cooldown, meaning you can only keep one enemy stunned with it at a time.
3) Previously, if you tried to push a hotkey while a character was executing a move you would get an “Ally Busy” error message and a beep.  Now the move is “queued” and executed when the character finishes the current move, making for a (hopefully) smoother combat experience with a lot less button mashing.  A character can only have one move queued at a time, however.
4) The sand dragons have been rejiggered.  Honestly, if you play the demo, there’s no telling what their stats are, as I’m changing them so frequently.
5) An enemy, when performing a “counter” move, will turn red.  A counter move can not be interrupted, but it lets you know that the enemy is about to unleash something particularly nasty in response to an attack from one of your characters.

Click here to play the demo. (Make sure to clear your browser cache if you have played it before in the same browser, as Flash won’t know to redownload the new XML files)

Can You Beat the Sand Dragons?

September 7th, 2008

A new Riftmaker demo is up, showing off the following exciting, new features:

1) A new desert tileset, put together using a handy new level editor
2) The ability to move from one dungeon map to another
3) The ability to set hotkeys using the menu interface (press the hotkey to assign while selecting the desired move)
4) New sand dragon graphics
5) Two new abilities for Rile - Kick and Bash
6) Enemies now turn blue and sparkle when casting a spell
7) A new monster behavior trigger - retaliation!

The sand dragons will attack you if you go under the arch in the top screen.  I suggest having Tyche and Tobias in your party and making sure all your hotkeys are set before engaging in combat.  Can you beat them?

Click here to play the demo!

Our Forces are Under Attack!

August 3rd, 2008

RiftMaker 0.9 is now updated (I should have moved to 0.10 but I forgot to update the numbers… oops) to include the following nifty new developments:

1) Enemies that can fight back! As well as heal themselves when at low HP (Sand Orc only)!
2) Goofy sound effects!
3) Stat and damage formulas that might possibly make sense later on!
4) The ability to flee fights by holding down Backspace!
5) The new overworld theme
6) A hammer weapon, just to justify the new “blunt attack” graphic
7) Lots of combat bug fixes

Click here to play the demo!