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#fighting game concept
patchhampter · 2 months
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imagine a dinosaur fighting game,, it would be so awesome,, it would be so cool,,
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queenendless · 1 year
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C.Y.B.E.R. Multi-crossover Fighting Game (Fan Game Concept)
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CENTRAL HUB FOR ANY AND ALL FUTURE POSTS ON WHAT IF CHARACTER INERACTIONS/DIALOGUES/DLC GUESTS AND MORE FOR THIS CONCEPT OF A FAN GAME.
• 7/18/23— ACTUAL REWORKED/NEW STORY CONTENT! ⬇️
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Yeah this is just an idea. IDK what to do with it really cause doing all this by myself is difficult as my ADHD self is hopeless! 😫 sorry whoever reads this still.
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psionicpootis · 10 months
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I think Hatsune Miku in a fighting game would be really cool
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mrquestobehave · 2 years
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Nikusa repost from Twitter lol
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moonfoole · 10 months
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My friend Inky designed a massively amazing weapon for Bloody Sprials the game I'm trying to develop. He did such a wonderful job on 5he concept art I would definitely recommend commissioning them.
Check them out at @inky-cashew
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flare-vortex · 8 months
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“Time for your physical~ 💕💦💉”
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bulletblade · 1 year
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If disney had a fighting game I think Mirabel should be the Encanto rep. She uses the candle to summon apparitions of her family members to use their abilities.
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radiant-future · 10 months
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THE GAME
Radiant Future's gameplay takes place on a traditional Fire Emblem map with your usual assortment of units, terrain types, obstacles, et cetera laid out on a grid. The player and enemy take turns moving all their units, choosing what to do with them, yadda yadda yadda.
HOWEVER. The roster of playable characters is quite small compared to the average Fire Emblem game, and furthermore each character has only a small number of different weapons they can use (usually 4). Inventory management only matters for consumable items, as weapons do not break, and when a weapon is purchased for a character it becomes permanently added to a special inventory slot. When I start talking about individual characters I'll include the weapons available to them.
Each character has a Map Action - an active ability they can spend their turn on, like Rally Spectrum or Dance.
A form of Biorhythm exists as a double-edged snowball effect. Instead of fluctuating based on the individual character as a chapter progresses, your Biorhythm improves every time you pull off a combo of 10 hits or more, and worsens when you whiff 10 moves in a row in a single engagement, representing the character's confidence and doubt. Since Hit and Avoid are gone, Biorhythm affects Attack and Defense.
Stats and levels still exist. As mentioned, Hit and Avoid are done away with. The Dexterity/Crit stat determines the rate at which the Skill Gauge fills relative to damage dealt, the Speed stat shaves frames off the startup of a character's moves, the Luck stat extends the character's window for a successful perfect block, and the Movement stat has the same effects on the map as always, but also determines in-battle walking and jumping speed. Range still affects how far away you can initiate combat from, but there is no instance where one unit can fight and the other can't, unless there's an item or Map Action that can force a unit to start combat in a stunned state.
Promotions and class changes are done away with entirely, even for the Avatar, as this is a fighting game and it wouldn't be as fun if you could deal with every single enemy by throwing a General with super armor and a guard crush super at them. However, characters do still have stated class names, which can give you some idea of what they're about.
Oh, right, the actual fighting game side of things. Should probably get into that. THAT begins when you use the Attack command - at the same point where a real, official FE game switches into an automated sequence that plays out entirely by comparing stats and calling RNG. Instead of that happening, the unit you use to attack and the unit you attacked are thrust into a 2D plane with health bars at the top of the screen, three-segmented Skill Gauges (super meters) at the bottom, and a 30-second timer in the middle. The fighting units do entrance animations, pausing for dialogue if they have a special interaction, and then the fight begins.
There are five main button inputs: Light, Medium, Heavy, Signature, and Skill. Skill is used sparingly, primarily for supers, while Signature can be compared to the Slash input from Guilty Gear, in that you tend to get a 100% character-specific move out of it.
Your objective in combat is not necessarily to defeat your opponent. Your average unit can take substantially more of a beating than even some bosses in official FE. When the 30-second timer runs out, the game returns to the map screen and each unit's HP is set to what it was at the end of the engagement. This also applies if you KO the opponent before time runs out—the engagement immediately ends, the victor's HP is adjusted if applicable, and the loser disappears from the map. It may be worth it not to overcommit to defeating an opponent in one round, and to instead deal risk-free chip damage to soften them up for later. All units have their own separate HP meter, but the Skill Gauge is shared between everyone on the same side.
The Weapon Triangle exists in a form. Instead of hard number superiority, lances have the longest reach, axe-wielding units tend to have a lot of armored moves that let them push through lance disjoints, and swords have a way to beat super armor, whether with counters, command grabs, or just hitboxes that ignore armor. The Anima Magic triangle does not share this property.
Weapon types are not as strict as in real FE games—the Avatar's fighting style is best described as "sword with some unarmed street brawling thrown in"—but represented weapons include the core weapon triangle; bows; knives; at least two spells from each of the Fire, Wind, Thunder, Dark, and Light groups; staffs; gauntlets/martial arts; Laguz transformations and weaponized Creatures mimicking them; and guns that shoot non-elemental magic bolts instead of bullets.
Last thing for now: If you start combat while adjacent to an ally, you can make use of a sixth in-battle input: Assist, which is shared with a quick-select for your Map Action on the map screen. The Assist input summons the adjacent ally into battle to perform one of their special moves, just like in a tag-team fighting game sans most of the tag mechanics. If you start combat while adjacent to multiple allies, you can only choose one to be your Assist for the engagement.
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epplebloom-blog · 2 years
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First round of Lunattack concept updates! The idea is a monster girl fighting game which takes place on Crescent island, the night of the Moon Goddess’s festival.
Maria, the demigod, daughter of the white god
Reina, the manananggal
Tao, the dragon mage
Haneul, the Kumiho
Kagami, the Yuki Onna
Chocolat, the witch
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nieveria · 1 year
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had a video game idea guy moment and thought "what if certain matchups made characters have specific emotions"
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inkj3t · 2 years
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Tigré: the prize fighter 💨 🔥 (OC)
Got really inspired when looking at some old Capcom art work and tried to fashion a character in the same vein!
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slvrnightxart · 1 year
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A birthday gift for @pltnm06ghost! A select screen of a crossover with both our characters, as well as a few guest ones from other friends (@quetzalcoatl2kart, @chasertech, and @theundeadeel.) I did a similar pic of our OCs a few years ago that was a reference to Marvel vs Capcom 1′s box art, so this felt like a natural next step. Also added scan lines to make it look like it’s on an old arcade screen!
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goldleaf-blog · 1 year
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So It times to announce one of my big projects. Star Prophecy is going to be fighting game series focus on a fantasy world of heroes and bad guys fighting each other to insure the safety of the Five Realms. Here are the main Heroes.
The Villains
Starroyere: The Prophecy Chosen one. Awaken from her slumber by the ladies of wisdom Starroyere is tasked to defeating the great evil know as the Black Dragon. At first Starroyere wasn’t interested. Until the Ladies of wisdom were defeated and killed by Redclaw. Now wanting to avenge their deaths she’ll do anything in her power to defeat Redclaw.
Thorax: A red Chameleon with magic. She was a formal magician who did part time as a criminal. Now she wants to turn her life around and become a better person. She joins Starroyere and Raysting in stopping Redclaw.
Pink Punch: A Pink squishy amphibian fulled with joy and mischief. She stalked Thorax as part of curiosity. But when she discovered the legend that was Starroyere, the two became best friends.
Phoenix: A Legendary hero resurrected from the dead. Phoenix, a man of pure light, fire and feathers comes into the world once more to defeat the realm’s greatest enemies unaware that a champion is already chosen.
Yawicorn: A Unicorn man who was sold into slavery by mistake but was freed when Starroyere attacked the slavers. Now Yawicorn owns his life to Starroyere and he will insure that Starroyere is triumphant by ending Redclaw’s life.
Raysting: An Aquatic martial artist Raysting fights to defeat his realm against the tyranny of Redclaw. When he meet Starroyere he is at her backing placing Starroyere as the new residence leader.
Sungleam: A yellow serpent man that has the power to mind control people with his eyes. After he was defeated by Starroyere he was thrown in jail and pretended to have a change of heart. When he was released he escaped. He work for Redclaw again only to realize how he mad he was. Having enough of Redclaw’s lust for power he betrayed Redclaw and defected to the Good guys. Now he is a reformed villain still with his charm, his mischief and his powers, only this time with information about Redclaw that will give our heroes the advantage.
These will likely be the main heroes of the series, depending on how much development I give them. There will other characters introduce to the rooster but they will likely be side characters, neutral characters or lore/plot relevant characters.
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moonfoole · 10 months
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I hope that someday he will be a selectable character in my very own indie game.
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skelraiser · 1 year
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Only have two of these themes so far. Development on the game can be found here but don't expect any real development anytime soon
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gumyfish · 1 year
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I commissioned @smoothspine to draw a bunch of thumbnails for this design and I finished drawing it myself - it’s supposed to be me as a fighting game character :]
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