09-09-2010, 03:56 PM | #141 | |
Argus Agony
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09-09-2010, 04:03 PM | #142 | |||
Blue Psychic, Programmer
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Simply put, when you start making a game, you look at the controls you have to work with and cater your design choices to that. If you change platforms, you may need to rework your systems to fit the control scheme. DOS games abused Ctrl, Shift, and Alt because those are the only 3 keys on the keyboard that are able to register alongside other keys by default. You otherwise had to go through the mess of directly accessing the hardware and writing tons of code to allow multiple interrupts and it was just easier to use those in combination with other keys and each other. When you have 6 gameplay buttons, Start, Select, a D-pad, and a stick, you (hopefully) work that into your calculations. Button combinations don't necessarily have to be painful, either. Slamming both shoulders is a quick and easy action that takes two fingers otherwise not doing anything, for instance. As for the controls in Dissidia, FFWiki doesn't have them, so I really don't know how they handle. We have zero info on the new bar, so there's no indication if what it does will even need a button press. We'll just have to wait to find out, but I'm sure they'll try to make the command as painless as possible (or as painful as balance requires). Quote:
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09-09-2010, 04:06 PM | #143 |
adorable
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Get rid of equipment cuz goddamn son.
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09-09-2010, 04:34 PM | #144 |
Argus Agony
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I disagree. The customization options were one of the best parts of the games in terms of strategy. A better alternative would be to make the good equipment less of a pain to get, or remove the actual hard stat bonuses from equipment pieces in favor of additional effects. Or both, frankly.
Keep the customization, remove the grind and resultant gear divide.
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09-09-2010, 04:35 PM | #145 |
adorable
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Okay, yeah, I can get behind customization. I just don't like the idea that someone is going to have the game weighted in their favor because they got all the special fusing items to get the super special awesome accessory.
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09-09-2010, 04:43 PM | #146 |
Argus Agony
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True, though it counterbalances out with the artifact equipment feature, which basically rewards you for playing against other people by giving you exact copies of their gear pieces with additional effects. It makes starting out in PvP matches something of a pain, but after enough time spent getting your ass wrecked you'll be running around in the exact same gear as them.
But this becomes problematic for tournaments where you have to accommodate for the fact that not everyone showing up is going to be a hardened online warrior and you have to dump equips entirely anyway. So something that better streamlines the process so that everyone can play the game as intended in a competitive environment would be for the best.
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09-09-2010, 05:02 PM | #147 | ||
Rocky Wrench
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[QUOTE=bluestarultor;1071878]
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Square: HP attack Triangle: General run-around-on-walls button Circle: Brave attack Cross: Jump DPad: Camera Slider: Movement L: Something I forget, maybe lock-on. R: Guard Select: I forgot what this does. Start: Pause. R+X+slider direction: Dodge. R+Square: EX Burst I think, or maybe it was L+Square R+Triangle: Dash straight to locked-on object, once you had the skill required. There was another combination for triggering a Summon but I forget what it was. A pretty crammed scheme already. Admittedly it worked alright as it was, but anything more I can see becoming a bit unwieldy. Quote:
As an aside, fighting games had a grand tradition of not altering shit when it comes to ports, especially handheld ones. Street Fighter 2 on the Gameboy made you hold down one of the two buttons to get varying levels of normal, which didn't work out that well. Street Fighter Alpha 3 on the GBA made you press a two-button combination to get a heavy normal, making Gief's Lariat impossible. Some games included easy modes, like the aformented SFA3 port which had easier super motions, and Darkstalkers Chronicles on the PSP which also had an easy mode, but all they amounted to was different button inputs, and you invariably lost some control over the move you wanted to do. Easy modes in fighting games are more common nowadays but they're invariably gimped compared to the "real" controls, and universally hated because they tend to break the balance of the moves a bit. |
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09-09-2010, 05:07 PM | #148 | |||||
Blue Psychic, Programmer
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Not to switch gears again, but I just realized something so obvious I'm kicking myself. If they choose to have Vincent in, HE could be the swing character. He has the Chaos Gene. That means he could come under the influence of Chaos and go ballistic.
While I'm on the subject, I missed this: Quote:
I think if they gave him an interesting style of play and didn't mess up his appearance too badly, they could play off his fangirl segment and he wouldn't even be Bishie. Seriously, not that it comes up much, but apparently he's got what it takes to make the ladies swoon, or at least certain ladies (my cousin is a dedicated fan), but he's cool enough that he wouldn't alienate the male audience. At the very least, he could use Gil Toss. XD Edit: Quote:
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Granted, I can understand the perspective of not including any of those (minus informed consent) if they feel it would ruin the balance of the game (meaning they want to force you to grind to extend play time). Quote:
That's just a matter of them doing things right the first time around and it not working when they made a change much later.
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09-09-2010, 08:24 PM | #149 |
Ferbawlz!
Join Date: May 2007
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Argument: Person X too much like person Y.
Rebuttal: Smash Bros. Brawl. Argument: Relevent Programming Degree says design is more important. Rebuttal: Relevent Business/Marketing says popularity is more important. Also, SSBB. Argument: Popularity does/doesn't matter. Rebuttal: Sonic (does). Geno (doesn't). Argument: Roster. Rebuttal: Brawl. But seriously, the discussion here reminds me of the Brawl speculation thread(s) from way back, and so many things didn't happen on a design and consumer perspective. |
09-09-2010, 10:14 PM | #150 | |||||
Blue Psychic, Programmer
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(Translation: It's up to poor souls like me to sit down with the poor souls from marketing or whoever we're making the program for sent to deliver specifications and determine the specifications they actually want when they have no idea how to express it, whether they're possible, and whether they "really want it" (i.e. are they willing to cover the costs and give adequate time for the features they're demanding). The two of us will then go back to our bosses and tell them "everything," "no," "no, but they think they do," and "shoot me now" and "he took ten tries to rattle off something with big words and I nodded and smiled," "he said no, but computers are magic and he's lying," "they're trying to cheat us," and "throw him in the alligator pits," respectively.) Quote:
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I'm just going to finish this off by saying Dissidia is nothing like Smash in any form and the two should never be compared. Smash is Nintendo wanking off for the enjoyment of everyone born since 1980 with no rhyme or reason in who's included because they're casting a wide net to catch as many people as possible, where Dissidia is Square wanking off its properties for a much narrower audience in celebration of a single series with much more niche appeal. Oh, and another thing, even the design philosophies are different. Dissidia's roster was carefully considered from the planning phases, where Brawl held a poll and ended up leaving in dead code for several characters, including Mewtwo, Dr. Mario, Roy, and even Plusle and Minun, some of which had model data that was repurposed for trophies. In short, life's not so simple.
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