上級者の方はもうお気づきかもしれませんが、DOA5体験版の調整コンセプトは、「個性重視かつ対戦重視」になっているので、対人戦が面白いはず。
DOA4では全キャラが同じ土俵に立ちやすいように、同じような攻め方、守り方ができるようになっていますが、DOA5では全キャラがバランスを壊さない範囲で個性のある攻守ができるゲームを目指しています。
例えば、ハヤブサは今まで「飯綱落とし」を投げとパンチホールド両方に持ちながら、10フレームのPや発生12フレームの8Kなど打撃も強力でしたが、これでは対戦相手(特に投げキャラ)が不愉快です。
DOA5体験版では、ハヤブサの代名詞とも言える「飯綱落とし」にフォーカスし、投げとホールドが得意なキャラにしました。そのため、打撃は少し抑えてあります。
ホールドの飯綱や打撃からの飯綱も難易度を上げることで、ダメージを下げずに技の強力さを維持しました。「飯綱を弱くしろ!」とよく言われますが、私なりのやりかたで調整しました。
結果としてハヤブサは、使い手のテクニック次第で強さが変わる面白いキャラクターになったと思います。
このようにキャラごとにテーマを決めて新技を入れたり、調整したりしています。全キャラがそろうと凄いことに…(今日のつぶやきはここまで)
Advanced players might have already on the concept for the changes for DOA5, but allow me to explain it here today.
The concept for the changes is "focus on individuality, focus on versus."
So fights against other players should be a lot of fun.
For DOA4, in order to keep character game balance, all of them use similar strategies for offense and defense.
For DOA5, we're giving each character an individual style for offense and defense, without breaking game balance of course.
For example, Hayabusa had his Izuna Otoshi (a.k.a. Izuna Drop) from both a throw and punch hold.
But he also had a 10-frame P and a 8K with a 12-frame startup. That didn't sit well with his opponents (especially grapplers).
In the Alpha Demo, we focused on the Izuna Otoshi, since that is his signature move.
We made him a character who is good with throws and holds, and pulled his strikes back a little.
We also make the player read the fight better in order to pull off Izunas from holds and strikes.
That way, we can keep Izunas strong, without dropping their damage.
And all of that means Hayabusa is a more interesting character because his strength depends on the player's skill itself.
So this is the kind of thinking I'm applying the characters.
Deciding a theme for each one, then adding and balancing based on that theme.
And when this is finally done for all characters, it gonna be awesome! (OK, that's all for today...)
今日はキャラセレクト画面のパラメータ表示の解説をしてみます。
「ATTACK」「THROW」「HOLD」は各種攻撃の性能のイメージです。ATTACKが大きいと打撃キャラ、THROWが大きいと投げキャラです。
そして、「POWER=技そのもののダメージ、力強さ」、「SPEED=移動や打撃の速度」、「TECHNIC=特殊動作や派生数など」…というイメージです。
例えば、SPEEDが高くてPOWERが低いと、有利な状況は増えますがホールドなどの事故で逆転されやすかったりします。
TECHNICは表現が難しいのですが…具体例を挙げると、本作のあやねは細かい動きで対戦相手を翻弄できるようになっているのでTECHNICが大きくなっています。
「プレイ前に大体のイメージが掴めるように」とパラメータ表示を導入しました。昨日つぶやいたようなキャラ個性の方針に沿っているので、実際のキャラ性能と近いイメージになっているはず。
DOA5は「キャラセレも面白い格闘ゲーム」にしたいので、お客さんの好みでキャラが選べるように、キャラ性能を配慮して製作を進めています。
また時間ができたら、つぶやいてみたいと思います。だんだん濃い目になるかも…
I think when you're time, and I want to also murmured. May gradually become dark eyes ...
I think when you're time, and I want to [D Shinbori also murmured. May become dark eyes ... # DOA5 gradually
Today I'll explain the parameters on the character select screen.
STRIKE, THROW, and HOLD give you an idea of each kind of attack.
Characters with a high STRIKE are, well, strikers, and characters with high THROW ratings are grapplers.
Then there are the other ratings. POWER rates damage/strength of moves, SPEED rates movement and how fast they strike...
...And MOVES rates the number of special moves and followups.
So if you have a high SPEED and low POWER then you'll have an advantage more often, but...
...You could still get things turned around on you because you're more susceptible to holds.
MOVES is actually kind of hard to explain, so here's a real example.
In DOA5, Ayane can use little moves to confuse her opponent, so her MOVES rating is high.
We're putting in those parameters so you can get an idea of what kind of play style each character has.
Like I tweeted yesterday, these are tied to character individuality, so they should be pretty close to the actual abilities.
I want to make a fighting game where character selection part of the fun.
We're thinking hard about character abilities and individuality so players can choose the character that suits them best.
OK, that's it for now. More tweets when I get some time. Maybe I'll delve into a little more core details...
He was not always a grappler. DOA4 doesn't have any technique to it whatsoever.
Overall, what the hell are you talking about?
Team Ninja said: said:Advanced players might have already on the concept for the changes for DOA5, but allow me to explain it here today.
The concept for the changes is "focus on individuality, focus on versus."
For DOA4, in order to keep character game balance, all of them use similar strategies for offense and defense.
-they still have individual style, but its not strong balanced in doa4, coz they made overal strategies almost the same for every character.. now they cutting some of their moves and adding new ones, so it can be shown more in doa5.(continie...)
For DOA5, we're giving each character an individual style for offense and defense, without breaking game balance of course.
-(continie...) so they can balance the style of every characters, without breaking balance in the game.
(example Hayate has less power on holds and throws in Doa4, so if u want to be good u need more strikes, he is brutal there. When TN talk about simillar strategies on defense and offense in doa4 for the example you can jump back there and escape, withwith hayate, but here in doa5 u can't anymore, so this is how they r showing his main strength(style that u need to play, attacker, striker) in doa4. Also little about hayate style of play, read down.. )
For example, Hayabusa had his Izuna Otoshi (a.k.a. Izuna Drop) from both a throw and punch hold.
- they r telling you here, he was a strong grappler and have strong hold, that is giving you a change for Izuna again , but they also pointed that the true grapplers was more powerfull in grappling than him -> see next what they r saying..
But he also had a 10-frame P and a 8K with a 12-frame startup. That didn't sit well with his opponents (especially grapplers).
-like i said Busa is a ninja first, so ninja's are strikers, and to show off his throwing strength they pull his strikes a little, coz the other ninjas doesn't have such strong throws and they relenting more on strikes.. (if u want to be good with Busa in doa4 u must use Izuna, if u want to be good with Hayate u dont need to pull out his Raijin at all, coz it doesn't do so much damage, compare to Izuna . Read again the example for Ein vs Hayate, also main strength of the characters from doa4 u can see now at least for 4 of them in doa5 demo.
In the Alpha Demo, we focused on the Izuna Otoshi(aka Izuna Drop), since that is his signature move.
- so with singature move, they mean individuality of the character his own unique move,this moves can give you certain style of play that u cant pull out with other character (when i was talking about character technique i mean signature moves).. so based on signature moves of every character, u can have the idea what to expect in a way in DOA5 for the other characters.
We made him a character who is good with throws and holds, and pulled his strikes back a little.