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Making a Tekken clone

Name: Anonymous 2012-08-11 22:19

/g/, I want to create a video game, specifically, a Tekken clone. I'm a very competitive Tekken player but I'm really turned off by the direction my char's taking (Hwoarang); he just became cheaper as the series went on.

I plan the game to feature more accurate TaeKwonDo. It won't feature many other styles; maybe I'll port Jin (Karate) but that's about it. But the fighting system will be lifted exactly from Tekken. Graphics will be simple but 3D (like Tekken 3 or even simpler).

How hard is this exactly?

Name: Anonymous 2012-08-11 22:25

its not a question of how hard, its a question of how far are you willing to go? start by outlining the mechanics of tekken fighting game

worry about graphics later, for now focus on game design and features, once that's set and you want people to join you, post the specs and get input, then move onto making prototype

Name: Anonymous 2012-08-11 22:33

>its not a question of how hard, its a question of how far are you willing to go? start by outlining the mechanics of tekken fighting game

I don't know what you're looking for particularly but this is what it looks like: http://www.youtube.com/watch?v=Vht_1ZkxaIQ

It's 3D fighting game built on the side-scrolling mechanics of Street Fighter and other 2D fighters. It's 3D because characters can also move into the foreground and background.

It's a more realistic fighter (albeit still very wonky). As you can see from the video, the jumps aren't too high and there's a great variety of moves.

The system is heavily frame-based. The game is 60 fps. Each move has a certain number of frames to execute and impose frame penalties and advantages on the opponent on hitting.

The control scheme is 8 directional and 4 button, with each button controlling a specific limb.

Name: Anonymous 2012-08-11 22:39

so there are moves and ways to block moves
hits depend on timing?

so that would look like two guys pressing buttons in an effort to attack the other before it can be blocked
a nice simplification

>The system is heavily frame-based. The game is 60 fps. Each move has a certain number of frames to execute and impose frame penalties and advantages on the opponent on hitting.

u wot m8?

Name: Anonymous 2012-08-11 22:52

OK, I'm starting to get what you're asking for. It's pretty complex.

Here is a video on basic movement (10 min.): http://www.youtube.com/watch?v=L3DT6-oOZro

Name: Anonymous 2012-08-11 22:56

>>4
back to the imageboards, ``please''!

Name: ChewyNougat 2012-08-11 23:06

>>6
I made a thread on /g/ first and they told me to come here: https://boards.4chan.org/g/res/26823242

I'm also gonna go by the nick, "ChewyNougat", from now on. Do tripcodes work here?

Name: ChewyNougat 2012-08-11 23:42

bump

Name: Anonymous 2012-08-11 23:45

>>7-8
Jesus fucking christ, leave

Name: Anonymous 2012-08-11 23:50

>>9
why?

Name: Anonymous 2012-08-11 23:55

/g/

Name: Anonymous 2012-08-11 23:58

worst thread won world4ch right now

Name: Anonymous 2012-08-12 2:12

Write it in Lisp.

Name: Anonymous 2012-08-12 2:43

bus this shit thread

Name: Anonymous 2012-08-12 2:52

This isn't particularly hard. I think the hardest part would to get good mocap data for the movement. If you could write a decent game design document and find decent mocap data, it'd take me no longer than a week to get a working prototype of the game with another three weeks to get the game close to release candidate maturity.

Name: ChewyNougat 2012-08-12 9:48

>game design document
what are the particular requirements of this?

Name: Anonymous 2012-08-12 10:06

CUSSEAUX θREAD AWARD

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