Fighting Games Weekly | March 18-24 | FGC Kickstart 101: Cut a deal with the bronies

Yeah, the sessions are on Thursday, but the SciFi/Anime club guys are pretty much in there Mon-Fri. Actually, I've never been by on Fridays, so let's say Mon-Thurs just to be safe. I just stopped by there on my way home and they were playing one of Street Fighter EX games (the 3r one I think), Halo 4, and marvel of course.

Yeah, there aren't many who show up and the room itself is tiny, but it's better than nothing. I know that the heads of the club are trying to find someone in the community to help them throw bigger events. They have access to this huge 700 ft ballroom for only about ~$100 from 10 a.m. to 10 p.m., but they don't have enough copies of games, TV's, etc. to organize an event by themselves.

I currently go to QC but my classes usually end really late so I've never had a chance to go to the sessions. I'm going to try and make it out to more of them now that I know they aren't only on Thursdays. The equipment situation does sound bad but for me it's better than nothing or playing online.
 
Not sure why UltraChen was being so pessimistic about a new Darkstalkers and Ono. I feel like when it comes to the tone and spirit of a game franchise Capcom has done fine with SF and Marvel. And I don't understand their point about Ono. They both said how good SF4 and and SFxT are and then they go on to say "hope Ono stops developing games lolololol".

Also their point on how the modern Capcom games are just a change or two from being a terrible games doesn't make sense. EVERY fighting game is one or two changes from being a terrible game. That's how fighting games work. Every little thing matters.
 
Not sure why UltraChen was being so pessimistic about a new Darkstalkers and Ono. I feel like when it comes to the tone and spirit of a game franchise Capcom has done fine with SF and Marvel. And I don't understand their point about Ono. They both said how good SF4 and and SFxT are and then they go on to say "hope Ono stops developing games lolololol".

Also their point on how the modern Capcom games are just a change or two from being a terrible games doesn't make sense. EVERY fighting game is one or two changes from being a terrible game. That's how fighting games work. Every little thing matters.

Darkstalkers is the mother of all anime fighting game, whether or not an anime fighting game in 3D makes sense is something that needs to be asked. MvC3 was spot on in looking cartoonish and resembling the older Marvel fighting games, but the art direction of SF4 and SFxT had always been spotty and a source of complains. Then the development history of SFxT is a big source of concern, because when it was first shown the game was supposed to be faster paced and comparable to Darkstalkers and KOF, but eventually they forced the SF4 slow pace into the game. So it needs to be seen if Ono's team is a one-trick pony that's not comfortable with faster paced fighting games. I personally would be a lot more comfortable if Nitsuma's team is in charge and I am sure I am not the only one.
 
Yea I don't know how I felt about that Ultrachen episode. On one hand they had some legitimate concerns but overall there was just a lot of pessimism and negativity.... moreso than I am used to from each of them.

One thing is for sure, Ono and Co really need to deliver a Darkstalkers that is the polar opposite of SFxT. SFxT has some good things going for it but it's a different type of fighter altogether from DS. I want a great artstyle, I want fast paced combat, I want personality in the characters and I want the game to be hype.
 
Yea I don't know how I felt about that Ultrachen episode. On one hand they had some legitimate concerns but overall there was just a lot of pessimism and negativity.... moreso than I am used to from each of them.

One thing is for sure, Ono and Co really need to deliver a Darkstalkers that is the polar opposite of SFxT. SFxT has some good things going for it but it's a different type of fighter altogether from DS. I want a great artstyle, I want fast paced combat, I want personality in the characters and I want the game to be hype.
Just don't expect Turbo 3 speed and you'll be fine.
 
Hello neogaffer, I need your help!

I cannot post a new thread yet. Is somebody kind enough to repost this post of mine as a new thread?

I'm currently an unemployed game designer and 3d animator looking for a new opportunity but after years of intense brainstorming and test, I think I finally come up with a game design system which has the potential to completely revolutionize video game fighting, not just for fighting game only but also for action-adventure genre.

I called this system D.F.C.G.S (Dynamic Fighting Choregraphy Generator System). It's the way to do what players always dream of seeing one day in a video game: fighting in video games which look choreographic and contextual like in movies but still remaining challenging and accessible to control and fun to play but also... to watch.

Ok, enough with the talking, below is a brief visual summary of the D.F.C.G.S (feat. Aiden Pearce)

What do you think?

GD-DFCGS3.jpg
http://griiot.com/suwedi/galerie/GD-DFCGS3.jpg
 
Hello neogaffer, I need your help!

I cannot post a new thread yet. Is somebody kind enough to repost this post of mine as a new thread?

I'm currently an unemployed game designer and 3d animator looking for a new opportunity but after years of intense brainstorming and test, I think I finally come up with a game design system which has the potential to completely revolutionize video game fighting, not just for fighting game only but also for action-adventure genre.

I called this system D.F.C.G.S (Dynamic Fighting Choregraphy Generator System). It's the way to do what players always dream of seeing one day in a video game: fighting in video games which look choreographic and contextual like in movies but still remaining challenging and accessible to control and fun to play but also... to watch.

Ok, enough with the talking, below is a brief visual summary of the D.F.C.G.S (feat. Aiden Pearce)

What do you think?


http://griiot.com/suwedi/galerie/GD-DFCGS3.jpg
I'm not seeing the value of this.

If the attacks are randomized, then I can't tell what my opponent is doing (overhead, etc.). If the attacks are purely contextual, why not just have a lot of attacks and let the player contextualize for him/herself? Why would I want AI to decide my attack?
 
Hello neogaffer, I need your help!

I cannot post a new thread yet. Is somebody kind enough to repost this post of mine as a new thread?

I'm currently an unemployed game designer and 3d animator looking for a new opportunity but after years of intense brainstorming and test, I think I finally come up with a game design system which has the potential to completely revolutionize video game fighting, not just for fighting game only but also for action-adventure genre.

I called this system D.F.C.G.S (Dynamic Fighting Choregraphy Generator System). It's the way to do what players always dream of seeing one day in a video game: fighting in video games which look choreographic and contextual like in movies but still remaining challenging and accessible to control and fun to play but also... to watch.

Ok, enough with the talking, below is a brief visual summary of the D.F.C.G.S (feat. Aiden Pearce)

What do you think?


http://griiot.com/suwedi/galerie/GD-DFCGS3.jpg

Cool tech, but The game has to be very smart for this to work, the AI constantly do the least optimal move for me , than things would get very frustrating.
 
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