Has free-roaming flight ever ....
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IncredibleGuy
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Has free-roaming flight ever ....
been incorporated into DBZ game, 2D, or 3D? I ask because I just had an idea for fun, and fast paced flying fights, but given it's simplicity I'm guessing it's probably been used before.
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Maybe "freeroamed" wasn't the right word. What I want to know is if the player has ever been given the ability fly their character anywhere on the screen at any given time.
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Maybe "freeroamed" wasn't the right word. What I want to know is if the player has ever been given the ability fly their character anywhere on the screen at any given time.
Last edited by IncredibleGuy on Fri Nov 12, 2004 5:51 pm, edited 1 time in total.
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IncredibleGuy
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No joking here. I've never layed hands on a DBZ game, other than LOG2.
Could you tell me how the flight mechanics of those games are activated? That is to say, how do you control them?[/quote]Um... Super Sonic Warriors/Bukuu Tougeki and Legends.
Last edited by IncredibleGuy on Fri Nov 12, 2004 6:33 pm, edited 1 time in total.
Signatures are stupid and I wish there was a way to turn them off
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- VegettoEX
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There's always Final Bout, as well. All you had to do was hold L1 or R1 as you pressed a direction.
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- Mugenmidget
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Its easy really, you press any directional button and you move in that direction. You double tap that direction and you dash in that direction. If you hold down the Ki button while moving you can rush into your enemies.IncredibleGuy wrote: Could you tell me how the flight mechanics of those games are activated? That is to say, how do you control them?
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IncredibleGuy
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Ay, I should've expected as much... Still, if Dimps plans on creating another Budokai they REALLY need to implement something like that, along with a lock-on button to keep said fights from becoming too clumsy, or unenjoyable.
Signatures are stupid and I wish there was a way to turn them off
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- Mugenmidget
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You don't really need a lock-on button though in Supersonic Warriors, they're always looking at each other as one should in a fighting game. I imagine Budokai would be the same if it implemented that system, but I doubt it would just because it doesn't seem to fit in with the rest of the game's feel.IncredibleGuy wrote:Ay, I should've expected as much... Still, if Dimps plans on creating another Budokai they REALLY need to implement something like that, along with a lock-on button to keep said fights from becoming too clumsy, or unenjoyable.
The Destruction is Real has Lock-On
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IncredibleGuy
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I don't agree with that. Players shouldn't have to stay automatically locked-on to their opponents at all times just because it's a "fighting game". What if the player wanted to flee, or fly around and catch their opponent from behind? And what about matches that involved more than two players, can you imagine how awkard it would be to have an automated lock-on system kick in at a time like that? It's that kind of restriction that really turns me off when playing videogames.You don't really need a lock-on button though in Supersonic Warriors, they're always looking at each other as one should in a fighting game.
Signatures are stupid and I wish there was a way to turn them off
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- Mugenmidget
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Go hug a tree.IncredibleGuy wrote:I don't agree with that. Players shouldn't have to stay automatically locked-on to their opponents at all times just because it's a "fighting game". What if the player wanted to flee, or fly around and catch their opponent from behind? And what about matches that involved more than two players, can you imagine how awkard it would be to have an automated lock-on system kick in at a time like that? It's that kind of restriction that really turns me off when playing videogames.You don't really need a lock-on button though in Supersonic Warriors, they're always looking at each other as one should in a fighting game.
But seriously, these restrictions honestly seem annoying and awkward, but think about a game without them. At best, removing the little "restrictive quirks" like locking-on produces a clumsy "where'd ya go?" type of situation.
I completely am in accordance that games should not adhere to the genre stereotypes, but I find the better games build upon the tried and true instead of immediate breakout. Immediate breakout has been seen as success in quite a good amount of examples, but in other cases it is either ignored or was never good to begin with.
So yes, on the surface, lock-on seems like a silly feature that destroys what credibility dodging and evasion can have in a fighting game, but take them away and you're gonna be hard pressed to make a game feeling that naked.
And this isn't even getting into the fact that video-games have limited input. Our human eyes and reflexes make something like "lock-on" a lot easier to pull off than it is with a digital pad and some buttons. The feature is sort of a compensation, it makes the characters feel like highly trained warriors without just making you watch a prefabricated sequence.
Of course one day we'll probably let go of these primitive inputs, but until we can develop technology that can tap into our neurons, I'd like to have something "automated" and "awkward" to keep me company.
Yeah, something like The Matrix, where you plug your brain into the game and suddenly... you ARE Goku, or Gohan, or Cell, or even the mighty Roshi!Mugenmidget wrote:Of course one day we'll probably let go of these primitive inputs, but until we can develop technology that can tap into our neurons, I'd like to have something "automated" and "awkward" to keep me company.
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Except hopefully a lot less philosophy.Rocketman wrote:Yeah, something like The Matrix, where you plug your brain into the game and suddenly... you ARE Goku, or Gohan, or Cell, or even the mighty Roshi!Mugenmidget wrote:Of course one day we'll probably let go of these primitive inputs, but until we can develop technology that can tap into our neurons, I'd like to have something "automated" and "awkward" to keep me company.
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IncredibleGuy
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Super Smash bros., and Powerstone don't use auto-aiming, and "at best" they perform much better than the average fighter, and way above what you claim such character freedom would entail.But seriously, these restrictions honestly seem annoying and awkward, but think about a game without them. At best, removing the little "restrictive quirks" like locking-on produces a clumsy "where'd ya go?" type of situation.
May I direct you to my two prior examples.So yes, on the surface, lock-on seems like a silly feature that destroys what credibility dodging and evasion can have in a fighting game, but take them away and you're gonna be hard pressed to make a game feeling that naked.
I'm not sure if you understand this, but I don't have anything against auto-aiming features. Just that they should be optional so that players can switch back and forth between different fighting styles. I don't enjoy restricting players to certain fighting style just because everyone else is doing it.And this isn't even getting into the fact that video-games have limited input. Our human eyes and reflexes make something like "lock-on" a lot easier to pull off than it is with a digital pad and some buttons. The feature is sort of a compensation, it makes the characters feel like highly trained warriors without just making you watch a prefabricated sequence.
Once again, I'd like to add I enjoy the lock-on feature, but if I want to travel around my arena without backstepping being my only form of travel I should be damn well able too. It's more fun.Of course one day we'll probably let go of these primitive inputs, but until we can develop technology that can tap into our neurons, I'd like to have something "automated" and "awkward" to keep me company.
Signatures are stupid and I wish there was a way to turn them off
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- Mugenmidget
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Except for the fact that Super Smash. Bros is 2D Gameplay with 3D Graphics and Power Stone DOES auto-aim most of the time (one that comes to mind: jump attacks), you almost had a point.Super Smash bros., and Powerstone don't use auto-aiming, and "at best" they perform much better than the average fighter, and way above what you claim such character freedom would entail.
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IncredibleGuy
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Coincidentally, you almost had a rebuttal. -_-...you almost had a point.
What does it matter if Super Smash Bros. is 2D? Did we ever specify 3D games were only to be discussed? Really... was it too much for you to consider the possibility I purposely used a 2D fighter as an example, maybe because the idea I originally posted about maybe used a 2D engine, or did pompously over-looking that possibility really more appropriate? And please get over yourself with the Power Stone lock-on explanation. The game mixed both elements equally. Players roamed freely and auto-aimed for attacks. Backstepping, my biggest problem with auto-locks was never present.Except for the fact that Super Smash. Bros is 2D Gameplay with 3D Graphics and Power Stone DOES auto-aim most of the time (one that comes to mind: jump attacks)...
Signatures are stupid and I wish there was a way to turn them off
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- Mugenmidget
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