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- fighting games is a genre heavily focused on player versus player, one versus one matches
- despite this unique context, it inherit lot's of ideas and conventions from it's parent genres: platformers, brawlers and beat them ups.
- those elements can be recognized too in fighting games sister genres: metroidvanias and 3D adventure games.
- the goal of this video series is to explain some concepts common in fighting games by taking advantage of those sister genres
- as people not familiar with fighting games convention might not be so alien to metroid, castlevania, dark souls and so on
- so with that said, let's get started with our 1st episode
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- Big and slow versus small and fast
- It's a common trope in videogames for the player to control one or a group of small, insignificant characters, and use their bravery, intelligence and teamwork to take on giant monsters.
- There's something heroic and epic about it, just like reenacting david taking on goliath
- But after being familiar with videogames, you might start to see some common patterns, that sometimes might give you a quick way to victory.
- If you are not in a boss battle, for the sake of fairness, there will always be a tradeoff.
- Large enemies will have attacks with high damage and big reach, but they generally have a distinct startup animation
- as a warnbell signaling: runaway or dodge now
- and a long recovery animation that screams: attack now
- another trend is to make the big enemy less mobile. This might not sound very heroic, but sometimes the easy way to triumph over a giant monster is to circle around to stay in their blind spot, glue to their leg and bite them to their death like a ant, while dodging around like a annoying fly.
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