Berzerk!
Well-Known Member
SRK picked up on the recent posts
http://shoryuken.com/2012/04/02/tea...y-and-options-in-dead-or-alive-5s-alpha-demo/
http://shoryuken.com/2012/04/02/tea...y-and-options-in-dead-or-alive-5s-alpha-demo/
[D-YS] OK, more about Cliffhangers. Today I'll tell you more about the gameplay involved.
[D-YS] Using a throw could do a lot of damage, but if your opponent evades, then you wind up taking a little damage.
[D-YS] If you're confident in your fighting skills, then it's safer to do a strike.
[D-YS] So! If you're the one hanging, you should keep your mind on guarding and watch your opponent for a grab motion.
[D-YS] If you see them start to grab for a throw, then do an evade.
[D-YS] When in trouble, guard. That's like a basic principle of fighting games.
[D-YS] OK, gotta take off now. Back to dev work!!
[D-YS] One more thing! Don't mash buttons if you're attacking during a Cliffhanger.
[D-YS] The longer you wait to push a button, the less time your opponent has to read your move.
[D-YS] So practice holding out until the very last moment to have a better chance at a successful Cliffhanger!
I'd prefer them to post actual news instead of the instruction manual. It's been quite a while now.
Team Ninja Twitters as of late...
"If you throw an attack, then the opponent can counter it."
"You can grab someone and get more damage if they're in a active counter"
"You can just block an attack if you don't wanna guess the counter."
"Alright guys, back to work!"
Hahaha...come on now, lets hear and see some real shit, Sept is right around the corner.
[D-YS] OK, I'm going to change things up and tell you all a little about myself.
[D-YS] I'll fill you in on why I make fighting games and how I got here.
[D-YS] I love fighting games. I won a tournament of a certain well-known fighting game.
[D-YS] I even held tournaments of my own while I was a student.
[D-YS] I wanted to make an online fighting game, so I studied IT and some basic programming in college and when I started working.
[D-YS] That led to me getting into Tecmo, and I got the chance to work on an online fighter with DOA Ultimate.
[D-YS] I was mostly just a tester, and I only got in on the project after it was underway, but I was soooo happy.
[D-YS] It was so awesome to finally make a fighting game. Then after DOA Ultimate, development on DOA4 began. To be continued...
Those people don't go out of their way to follow TN on Twitter so it doesn't make much sense. =PThey are really pushing the info for people who have no idea on how to play DOA.
They are really pushing the info for people who have no idea on how to play DOA.
(思い出話のつづき)私が本格的に格闘システム構築に携わったのは『DOA4』からです。いろいろと勉強になったプロジェクトでした。
あのころは当時の上司たちと一緒に、オンライン対戦がアツい、世界で一番面白い格ゲーを目指していました。
私はやる気全開で、いろいろな新システムや新技を提案しました。実際に採用されたものもあれば、ボツも多数ありました。懐かしい資料が今まだここにあります。
代表的な採用例は、バウンドコンボやクリティカル浮き変化、ダウンヒット技などです。DOA4で打撃システムの変化には、少なからず私の影響もあったと思います。
それらの変更は面白いところもあったのですが、打撃偏重、クリティカル過多、強制起こしによる逆転性の低下など、よくない面もあったと思っています。
DOA5ではその経験と反省を活かして、さらに対戦を面白くする調整コンセプトを立てました。完全ではありませんが、それは体験版にも反映させています。
その調整まわりの話はまた時間のあるときに…。ではまた!
(Continuing my memories...) DOA4 was really the first time I got to work on the fighting system.
I learned so much on that project.
Back then, my bosses and I knew online fighting was hot, and we were all trying to make the funnest fighting game in the world.
I put everything I had into the project and proposed new systems and moves.
Some were used, but a lot got cut. I still have some of the documents from the time.
Here are a few of my ideas that made it in: bounce combos, critical launch height change, and ground strikes.
I was able to influence a lot of the changes in the strike system in DOA4.
While those changes worked out, there were some aspects that weren't so fun.
Things like overreliance on strikes, too many criticals, and fewer comebacks from forced techrolls.
I'm put those experiences and lessons to use in DOA5 and proposed a concept that was even more fun.
An early version is there in the alpha demo. It's not complete, but I hope you get a taste of what's in store.
I'll talk more about tuning that system when I have a little more time. Later!
I was able to influence a lot of the changes in the strike system in DOA4.
While those changes worked out, there were some aspects that weren't so fun.
Things like overreliance on strikes, too many criticals, and fewer comebacks from forced techrolls.
I'm put those experiences and lessons to use in DOA5 and proposed a concept that was even more fun.
An early version is there in the alpha demo. It's not complete, but I hope you get a taste of what's in store.