How I keep my sanity: My idea for a Wii DBZ game

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IncredibleGuy
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How I keep my sanity: My idea for a Wii DBZ game

Post by IncredibleGuy » Sun Oct 15, 2006 1:35 am

Hello all, you may remember me from such posts "I disagree with that", and "nope, I still think you're wrong". For some time now I've been harboring an idea for a DBZ game made specifically for the Wii. It's probably the only fighting game I've every been somewhat proud of [thinking up]. Well, no point in stalling, here it is:

The game is entirely dependant on the sensor bar. Instead of getting an aiming reticule, a dbz character character acts as the sensors icon/avatar. Hold A to make your character stay consistent with where your aiming, or release A then aim in another direction and hit A again to make your character teleport. Attack with B; and use the Directional Pad to zoom towards, and away from your characters. Simple, straightforward, fun(?).

-IG

Edit --
Its a 2D game, not an FPS. You don't aim at anyone with the controller. Instead, where you aim decides where your character's position is within the 2D arena.
Last edited by IncredibleGuy on Thu Oct 19, 2006 2:41 am, edited 2 times in total.
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Bardock the Mexican
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Post by Bardock the Mexican » Wed Oct 18, 2006 6:02 pm

Most people fail to mention the real want of any DBZ fan, to have first person control of the character. If they can make games with the gun on the screen in FPS mode I see little reason why not a DBZ game that way. You position the hands for aiming and so on. It could be quite good.
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_Jrinu_
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Post by _Jrinu_ » Wed Oct 18, 2006 7:23 pm

Bardock the Mexican wrote:Most people fail to mention the real want of any DBZ fan, to have first person control of the character. If they can make games with the gun on the screen in FPS mode I see little reason why not a DBZ game that way. You position the hands for aiming and so on. It could be quite good.
Dude, you are totally right!

Could you imagine it? Holding the Wii controller and it moves wherever your hands go. That would be amazing!!

And to do the attacks you would have to do more than just move the controller like in Sparking! NEO, but rather do the correct position.

Wow. Just thinking about it the word incredible comes to mind.
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IncredibleGuy
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Post by IncredibleGuy » Thu Oct 19, 2006 2:35 am

Mmmm, sorry I must have not have explained my idea very well. Its a 2D game, not an FPS. You don't aim at anyone with the controller. Instead, where you aim decides where your character's position is within the 2D arena.
Signatures are stupid and I wish there was a way to turn them off
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Mr.Piccolo
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Post by Mr.Piccolo » Thu Oct 19, 2006 12:11 pm

Well is this a topic about games you would like to see or games you plan to make. First off, a FPS for DragonBall would be so stupid imo. Think about it, the ammo would be what senzu :roll: . A lot of fans like to add on to the series: some people write fanfics, post on forums, heck even play with toys, but I found a way to enjoy and expand with DragonBall my own way. I found a program by ASCII called RpgMaker '95 a while ago. Since then I expanded to upgrades called RPGMaker 2000 and 2003. It is a great way to make games. For the most part, you will play games in a Zelda-like format, looking down from the top interacting with a 2-D world. Options work like most standard RPGs like Final Fantasy. Imo, the best kind of game DragonBall can offer would include the features that I mentioned above. Fighting game can be fun but they have almost no replay value, thats why one is made every year. Shit, this is way off topic sorry.. :oops:
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Post by Kaboom » Thu Oct 19, 2006 1:58 pm

If you're gonna make a Wii DbZ game completely relieant on motion, then that'd probably make flying interesting.
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