I’m making a small (and unpaid) fighting game for a project at my school. The game will be played for a week during lunch and I expect most people will play it casually, although I want to have some kind of depth since there will be a competition at some point. I made a fighting game last year too, but since I had little to no understanding of fighting games and didn’t do any research it sucked (luckily the casual people didn’t notice and I was praised regardless). Which is why I’m trying to do proper research and planning this time around.
Since people will have relatively short time to learn characters for the competition and to ensure they will understand the basic gameplay I’m trying to do a pretty simple basic attack button layout.
X and A will always be “safe” attacks, X being short range and A longer range.
Y and B will be “unsafe”, Y being short range and B longer range. this applies to both ducking low attacks and regular standing attacks.
low and overhead standing attacks for shuffles would be accessed by holding back in combination with a button press according to the image below (while basically still having the same traits regarding range and being “safe” as explained above)
The problem is, I want to have some basic character types going on. like a grappler, rushdown and some sort of melee character with good range but bad up close (no zoner though since the scrubs will ban it from the competition, which they did last year).
Is it possible to have this system on basic attacks for all character archetypes?
I’m not too familiar with playing grapplers and I probably won’t be able to change the system after I’ve already programmed it due to time restraints.
If anyone has some feedback or (if the system seems bad) ideas I’d be very grateful, I don’t want to make shit this time (although being realistic it definitely won’t be exceptional either)
here’s the special move system I have in mind btw. Again, with the casual people in mind (I dont want them pausing the game and checking the special moves list)