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Great Video Game Ideas Not Used 21: My Game Idea #2

Video Game Design

Thank you for taking the time to check out another edition of Great Video Game Ideas Not Used. Firstly, please check out my affiliates at L.A.G., G4TE, and Daddyplace. Also check out HTAlex on Twitch TV and give some respect to the All Games Network, the online 24/7 video game radio station. Now, as promised, this article will be about, a video game idea that I’ve actually had for quite a while. But before I even get into the idea itself, I want to give some insight as to how I was inspired to even think up this whole game on a grand scale.

The idea for this game was actually inspired by a game that I’ll never play again. And that is “Fighter Maker 2”. Now, if you’ve been reading my articles for sometime now, you’ll know that I truly dislike this game. During my video game radio promotion to inspire for it to be mainstream, I actually covered this game and why I didn’t like it. You’ll have to scroll passed the part about “Sonic 2006”. But anyway, that game is what inspired the idea. I had seen the game while I was out with my father some years ago, and it made me think of how much I would like to make an actual fighting game. So before I even was able to get it, I was writing a plot, and thinking up characters and special abilities, techniques, rivalries and the like. Sadly I was disappointed when I bought it and found out it was nowhere near the point of my imagination. I still have the game to this day, and will not part with it because of the fact that it opened a huge part of my imagination and is the reason for my first full-fledged video game idea. So for that, I feel like I have to have it on hand at all times even if I never open the case again. So that’s the back story as to how I came up with the game.

Now, I know this name has been used for a game before. At the time I thought up the concept, I actually didn’t know that. But what I envisioned is very different from the game that shares the name with this concept. And my thought actually trailed to the creation of a few games, at least mentally. That will lead to an announcement I will make at the end of this article. But, the name for my series of fighting games is “Bloodstorm”. The first of which, would be “The Potential Within”. If you click the name, you’ll actually get taken to the story that I wrote as the first installment to the series which will also give you the main characters in the story. It’s a pretty long read, but I’d like to think that people can find it enjoyable. Now if you find amusement in “Street Fighter”, “The King of Fighters”, “Tekken”, “Dead or Alive” and/or “Virtual Fighter”, you’ll like where this game goes.

Now I will say that this concept, at least for this first game, is about 6 or 7 years old. Though I have at least written an updated set up for it, it hasn’t changed much. So below is a list of the probable game modes for this very big idea.

Story Mode – Play through one character’s perspective of the events from “Bloodstorm: The Potential Within”.

Arcade Mode – Fight through random enemies to get to the end. (10 stages)

Versus Mode – 1-on-1: Standard versus match

  • 2-on-2: A tag style fighting match
  • 2-on-1: 2-man team versus one player
  • 3-on-1: 3-man team versus one player

Survival Mode – Battle to see how many opponents you can defeat in succession before your defeat.

Time Attack Mode – See how quickly you can defeat each original character in the game.

Team-Up Mode – 2 players (or 1 with computer controlled partner) fight through all original characters in game.

Reverse Team-Up – 1 player takes on all original characters in pairs.

Training Mode – Learn a character’s special technique and standard combos.

Practice Mode – Play with a character to enhance your ability to use them.

Create Fighter – Build your own fighter from the ground up with stage, music, and rival(s).

Network Mode – Play online with original, additional, and created characters against others.

Transfer – This mode allows for created characters to be uploaded to and downloaded from the “Bloodstorm Network”.

Options – Change various game settings.

Gallery – View artwork, listen to in-game music, watch cut scenes and read character profiles. (Must first be unlocked/not DLC)

Records – View character usage, survival and time attack scores, versus/online win/loss ratio for player and characters and watch recorded versus/online matches.

Now, I know some people are probably a bit confused when they look at the description next to Network Mode . I know I would have first thought, “Aren’t created characters additional characters anyway?” Well, in this case, no. Additional characters in this since are characters that will be playable, but with no actually story for this game. Though a few have some appearances in other characters’ stories. I just wanted to clarify that for those who may not have understood. They are also stand ins for specific plot points that don’t have a named character to battle against.

So, for the Story Mode , there will actually be 20 playable characters with interlacing story lines. So just as the description says, when you play as a character, you’re playing their perspective in the story. And for this one game, the story will be the same for everyone. It is a kick-off point for the series, and I want it to have something special to it, that none of the subsequent games would have, at least in theory. In this mode, no created character would appear.

For the Arcade Mode , which essentially is just a mode for fighting without a dedicate story, players would choose a character, and fight until they reach the final boss. For this mode, the boss is the same for most characters. Additional and created character can be used and fought. There isn’t a real ending for this mode.

Versus Mode and it’s play variants are truthfully just for at home play. So if a buddy comes over and they are new to the game, you can play with them and get them well introduced. Both Survival Mode and Time Attack Mode are pretty much self explanatory, but in Survival every character in your database (save file) is an available opponent to fight. Team-Up Mode and Reverse Team-Up are also very much self-explanatory, and would play just as the description says, no online for these modes either. And if you are a fighting game player and do not understand what Training and Practice Modes are, this would not be the game for you.

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Now, Create Fighter is actually something I’m quite happy about with as far as how well I wrote it out. I hope that I came up with some reasonable limitations for it. Now, this is just the basic set up, I haven’t really decided what it would be like as a final product, but the ideas keep flowing, so I’m not going to complain.

Create Fighter:

Basic Profile:

Name – Name your fighter

Age – Select an age 10 thru 99

Sex/Gender – Male or Female

Character Type – Fast, Balanced, or Strong

Main Rival – Select a character from your game’s database (save file)

Stage – Choose on of various in-game stages as your back drop, along with time of day, and stage music.

Element – None, Earth, Wind, Fire, Water, Lightning, Ice, Darkness, or Light

Elemental Color – Red, Orange, Yellow, Green, Blue, Indigo, Violet, Pink, Brown, White, Gray/Grey, Silver, Bronze, Gold, Platinum, Black, or Edit Color. (only applies if character is given an element)

Biography – Write your character’s story

Body:

Height – 4’0″ – 7’0″ (121.92cm – 213.36cm)

Weight – 80 lbs – 500 lbs (36.3kg – 226.8kg)

Skin Tone – Range for extreme pale to very dark brown

Muscles – Normal, Buffed, or Ripped

Head:

Hair Style – Multiple Choices to suit player desires

Hair Color – Same color spectrum as elements (only applies if character is not bald)

Face – Multiple choices would be given, no less than 30 different default faces per gender

Facial Hair – Again, multiple choices, non specified at the moment

Facial Hair Color – This trend is obvious

Eyes – Choose from different eye shapes and sizes for your character

Eye Color – ROY G BIV PiBwnWGrSBroGoPlBl or Edit Color (I know someone had to laugh at that)

Nose – Choose different nose shapes and sizes

Ears – Choose different ear shapes and sizes

Accessories – A number of different trinkets that characters can have on them (up to three can be chosen at once, optional)

Hat – choose one of many different hats (optional)

Tattoo/Scar – Select a tattoo and/or scar to be placed on character’s head. (optional)

Upper Body:

Shirt/Top – choose one of many different tops for character to wear (optional for male characters)

Shirt/Top Color – Choose from Color Spectrum or Edit Color (only applies for those with shirts)

Vest – Choose a vest (optional)

Vest Color – Choose a color from the Spectrum or Edit Color (only applies with worn vest)

Hands – Choose from different types of gloves, wristbands, and/or elbow pads. (Yes, all three can be worn if you like, though it would be odd, and there would be the option for one on the left, or right side.) (optional)

Hand Color – Choose from Spectrum, or Edit Color (Obviously not meaning the actual hand, but the specific item, only applies with said items)

Tattoo/Scar – same as above.

Lower Body:

Pants – Choose one of many pairs of pants, shorts, skirts or underwear

Pants Color – Choose from Spectrum or Edit Color

Belt – Choose a belt for your character (optional)

Belt Color – Choose from Spectrum or Edit Color

Legs – Choose from different knee pads/braces and/or socks (up to 2 selectable, optional)

Legs Color – Choose from Spectrum or Edit Color for specified item (only applies with a Legs item chosen)

Shoes – Choose a pair of stompers for your character (optional)

Shoe Color – Choose from Spectrum or Edit Color (only applies with shoes)

Outfit:

Save To – Outfit 1

  • Outfit 2
  • Outfit 3
  • Outfit 4

Load Up – Outfit 1

  • Outfit 2
  • Outfit 3
  • Outfit 4

Move Set:

Now this I can say I’ve thought a lot about, but I’m not going to reveal too much here, I’ll just say that there will be a number of fighting styles and philosophies that affect this particular section. So there will be standard sets, and players will be able to choose individually their characters moves. And any move a playable character has can be chosen as well. As I get further into the idea, it’ll be understandable as to why I didn’t just flesh this part out.

Attributes:

Now, this is something that also has a set number of variables. There are 45 attribute points available for distribution across five of six categories (the sixth doesn’t actually affect gameplay). Each category with the exception of the last is rated on a scale of 1-10. The stats that can be effected are Strength, Speed, Endurance, Agility, and Stamina. The 6th attribute (Potential) is more or less representative character’s learning ability within the story itself. This is really to give players a bit more understanding of the characters already in the game. Potential rating for all created fighters would be ” ∞ “, as players can change and edit them as they want, giving them limitless ability. There will be further explanation into the attributes further along.

Save:

Save the work done on your character so far.

Edit:

Load a character to make changes to them.

Wipe:

This would default all items (all outfits) and moves back to what they were, but profile information and attributes remain the same.

Delete:

Completely removes the created character.

With this game, I would hope to have at least 12 available slot for created characters, but that would remain to be seen. That’s as long as I can make this game.

Network Mode would pretty much be Versus Mode , just online enabled. Though it would be awesome to see the many different player created characters duking it out online. And with this game, it would be possible because everyone would have all of the same character items available in their games, the arrangements would just be different (hopefully). Transfer allows for created fighters to be uploaded and downloaded for players. Those who wish to do so, can remove characters from the list that are attached to their accounts. One thing I would like to do, and hopefully would be able to do, is make the database open to all consoles. For example, say some builds their character on an Xbox 360 , but they have a friend with the game on PS3 , and they want to use the character, then they should be able to download that character and vice versa. This would require that the game access the website itself, much like “Blast Works” does with “Blast Works Depot”, but with the ability to download being available through the console as well as online more like what has been done with “Halo”. Though I guess that would take a major agreement with the console makers. There would also be another purpose for Transfer , but I’ll probably cover that in another article, as it has to do with another game idea that I had (which is more or less and extension of this game).

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Options obviously has various setting, though some would only affect local and certain game modes. I’ll list them below as I have the written up, but chances are, they will change.

Options:

Difficulty – Beginner (Very Easy), Novice (Easy), Intermediate (Normal), Expert (Hard), Master (Hardest) [this would not effect Survival Mode as the difficulty increases with each opponent defeated]

Time – Story/Arcade: 90 secs, 120 secs, ” ∞ ” time

Versus: 120 secs, 240 secs, ” ∞ ” time

Win Point – Arcade: 1 of 2, 2 of 3, and 3 of 5

Versus: 1 of 2, 2 of 3, 3 of 5, and 4 of 7.

( Story Mode is always 2 out of 3)

Control Configuration – Quite simply change the button setting of your controller.

Screen Configuration – Set the size of the screen as well as the position of the meters on the screen.

Battle Set-Up – Player 1: Human/CPU

  • Player 2: Human/CPU
  • Player 3: Human/CPU
  • Player 4: Human/CPU
  • Left Side Power Meter: Empty, 1, 2, 3, 4, or Max
  • Right Side Power Meter: Empty, 1, 2, 3, 4, or Max

(Note that Battle Set-Up only changes Versus Mode settings)

Sound – BGM (Background Music): play in-game tracks

  • Voice Test: listen to character quotes and voice effects
  • Music Volume: 0 thru 20
  • Voice Volume: 0 thru 20
  • SFX Volume: 0 thru 20

Then there are Gallery and Records. Both of those would function as described above. But Gallery would be useful in the sense that you can actually learn something about the additional character that are in the game, and any created fighter profiles will appear there as well. Now here is where I think this idea would make money, and that is, the gameplay.

Gameplay:

” Bloodstorm: The Potential Within” would be rendered in full 3D. The control scheme would utilize four buttons to attack, and eight directions of movement.

Controls:

LP – Left Punch

RP – Right Punch

LK – Left Kick

RK – Right Kick

Up, Down, Left, Right, Upper Left (Up Left), Lower Left (Down Left), Upper Right (Up Right), Lower Right (Down Right)

Now these are pretty much standard directions most gamers I think would know. And in fighting games, knowing these basics is what helps players learn about the character they chose to use. So I will continue.

Pressing a single attack button while remaining still will do a Standing Attack. Pressing a button while inputting one of the 8 available directions would initiate a Directional Attack. Pressing and holding the Down direction will cause characters to crouch, with the ability to attack crouching. From this position using one of the other 7 directions with an attack button would result in a Crouching Directional Attack.

Pressing and holding the up direction will cause characters to jump (obviously). While doing the same with the Upper Left or Upper Right directions will cause characters to jump toward or away from their opponents. Using one of the four attack buttons will initiate a Jumping Attack. Some characters will have additional attacks with specific button and direction presses.

Now here is a dynamic type of attack idea that I had. It is similar to the likes of another game that I will not mention right here. But once you grasp the concept, if you have played the game, you’ll understand.

Combining both Punch or Kick buttons together will allow you to perform an Extra Attack. Unlike the standard attacks, extras don’t always change with the directional input. Each character has no less than 2 extra attacks for standing, crouching, and jumping. Extra attacks however, usually cause a bit more damage than standards but require more timing to use effectively.

Combining a punch and kick button (RP+RK, RP+LK, LP+RK, LP+LK) when close to an opponent will activate a grab attack attack. Depending your position to your opponent (front, back, or side) and the punch-kick combination you use, a different grab will be initiated.

Now, what is to follow this paragraph is pretty basic stuff, not like what is above was all that difficult to understand. But if I don’t put this in here and someone reads through all of this without it being here, I’m likely to get a response saying “Why don’t the characters actually move?” So this is to avoid that.

Characters can walk toward and away from opponents by pressing and holding left or right. Crouch walking can be done but holding lower left or lower right after crouching. Characters can also dash back and forth when in close proximity to their opponent by tapping left or right twice, and crouch dash but tapping lower left or lower right from standing twice. Sidestepping is also possible by tapping up or down twice quickly. Holding the direction after initiating the sidestep will keep the character walking in that direction.

When characters are a distance apart, they are able to run by performing the dash action forward and holding toward their opponent. While running, character’s can charge, slide, or tackle opponents. Punch is to charge, kick to slide, and punch+kick to tackle. Charging and sliding into an opponent is good for a quick knockdown, but can easily be countered with most standard attacks and the right timing. Tackles are great momentum changers, as they are a bit harder to stop. High attacks will miss a tackling character, mid to low range attacks must be used, but again with good timing. Also, well timed grabs will stop a running character. When a character has successfully tackled an enemy, players can swap between both punch buttons to pummel the other fighter for up to 10 hits. Using a kick button will go into an armbar submission of the respective arm to the button pressed.

Now onto the moves that usually are the only ones that count to fighting game players (at least as I have seen in online matches), those techniques that show flare and flashy effects. Well, before that, the respective meter that coincides with these moves in “Bloodstorm” is the Power Meter. It’s just what it’s called, but it operates in the manner you are probably thinking.

Inputting special command and button combinations (ex: down, down-forward, forward + LP) will result in the execution of a Special Technique. Most characters have different attacks but may use the same or similar input motions. The number of specials for each character varies.

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Moves that are similar to specials but do a bit more damage and are sometimes a slight bit more difficult to perform are called Favorite Techniques. And attacks that are even more difficult to perform, but have a higher reward if successful, Power Techniques. As with specials, the number of these available to each character differs.

Now, Standard, Extra, and Special Techniques fill your Power Meter, Grabs and taking damage don’t. Favorite Techniques take a slight amount of energy from your power meter (the amount varies per move) and Power Techniques take no less than one level from your power meter.

Now, I want to make this clear that favorites are not what most people may think, which is to follow suit of a well-known franchise. And by that I mean, that favorites are not enhanced versions of a special techniques that a character already has, they are different moves all together and are being limited because they are used for higher damage. For example, if a fighter has a projectile as a favorite technique but no energy in their power meter, then they can’t perform that attack until they fight and build it up. This would be to curb players who like to sit back and throw projectiles constantly, but it wouldn’t be limited to projectile type attacks. Moving on.

Characters can defend high (head) and mid (body) level attacks by just standing still, but jump (overhead) and low (legs) level will still hurt them. Holding back will allow character to block jumping attacks (as well as high and mid), though low attacks will still cause damage. Crouching will allow for characters to block low and mid attacks, but they will suffer damage from certain high level and jumping attacks. Jumping allows for avoidance of low attacks, and can block high and other jumping attacks, but mid range will connect. Now, this is only if only one character is attacking, if both are, then it would go to the attack which is faster, has the best reach, or is stronger. Also, special, favorite and power techniques will still cause a slight bit of damage to a character’s health meter even if they are blocked.

There is a tactical ability to deflect attacks at the cost of some energy from your power meter, and that is called the Deflection. As one might assume, you press forward toward an oncoming attack and block it without damage. Deflections can be used to set up manual counters. Deflections do not stop grapple based attacks. They must be used with proper timing and nothing will happen if there is no energy in the Power Meter. However, Deflections are great to use against guard breaking moves.

Certain elemental based techniques (fire, lightning, light and darkness) and engulf and surround enemies while stunning them temporarily. Some ice based techniques can enclose and freeze opponents for a few seconds, this depends on if and what element a character may have, so those with heat based elements like fire, lightning and light will recover faster than darkness, earth, water or wind, and much faster than those without any element at all. Otherwise, ice based moves will hit in the same manner as earth, water, and wind based elemental techniques. This would play heavily into the different tactics used to fight against different characters.

Now another great thing about this idea, is breakable scenery. Just about every stage will have breakable objects within them. Some things will also lead to different areas among the stages. To that effect, there will also be stages with environmental hazards that could be used for and against the advantage of players. And also, unlike most of the current gen of fighting games, the characters in my game, would all have their own stages which you fight them on (with the exception of events in the story mode which require a specific scenery for each fight).

And this I’m including here now, even though it wouldn’t be included in the first game, but I’ve really thought this idea out. I wasn’t originally going to put this in here, but I feel like if I don’t, and someone else actually does it, then I’ll be a step behind. This in truth, isn’t a mechanic that is supposed to show up in my game series until the third game, if it were to get that far. So, just take this as a nice little additional, but unneeded piece of information I’m going to give out.

From “Bloodstorm 3” and beyond, there will be moves that only Master (“M”) and infinite (” ∞ “) potential characters can perform. These are called “Last Resort” Techniques. These moves deal out extreme amounts of damage and can only be used once in a match. Even then, they are only allowed to be used when the character you are using can’t lose anymore rounds, meaning if they are defeated in that round, then the match is over. They must also be down to the last life bar (red) in their stamina meter, and have enough of the required power levels to perform the technique. Thus, making this truly a one shot deal. Depending upon the character, they may have more than one “Last Resort”, but that can use one in a match. Also, some “LR” Techniques may have adverse effects for the user, making timing to use such moves key to successfully utilizing them.

I think that I’ll stop there. There is still plenty more than I can add to this, but I think I’ve done a good enough job to be interesting without being too over the top. Now, as for my announcement, I will be going back to school so that I can get into video game design. I was originally going to jump into video game coding, but after talking to a few different advisers at a bunch of different schools that offer similar programs, I know I’m better suited to the design of a game than the coding of it. Anyway, thank you for taking the time to read another GVGINU article, hopefully you enjoyed this. Please keep an eye out for my next article. Until then, enjoy your games.