2D Fighting Game

  • Pixel stickman fighting game
  • only 1 type of attack, a katana slash (no mouse control needed)
  • sekiro like parry and block system with posture bar
  • dashing mechanic
  • if you attack someone while you are falling, it deals 2x the damage and also 2x damage to the posture bar if blocked(not parried)
  • but if you get attacked while you are falling it deals, you get hit with 1.5x damage and also 1.5x damage to the posture bar if blocked(not parried), and also deals significantly higher knockback
  • once the posture bar breaks, the player is stunned for 3 seconds
  • you can recover posture bar by either not getting hit or parrying

Game Implementation

Visuals:

  • proper camera shaking when damaging players or getting damaged
  • properly particle setup
  • Use Call of duty Warzone like health and protection/plates bar for displaying player health
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Maps:

  • EXPERIMENTAL: let users create their own maps somehow
  • tilemap based maps
  • there would be atleast 10 maps, each with its own quirks and specialties
    • maybe add stuff onto each map that player can interact with somehow, maybe physics or something like that
  • more maps
  • each map contains 2 type of spawn points in it’s metadata: (these things only spawn if a player is not nearby, if a player is near any of the spawn-points, nothing spawns there)
    • item/boost/power-up spawn-points: at these places, power-ups spawn that players can get, these powerups can be customized in the server
    • player spawn-points: at these places player respawn after death

Multiplayer Server

  • along with the game, you get a server executable that you can use to just run the server to which the game clients can connect to
  • the server will have it’s own configurations and it can also set one of the players as the host in it, maybe based on some unique characteristics
  • maybe the players can register into the server when connecting so we always know which player is who, like proper authentication, but just with this server, like on this server, what is your username and what is your password
    • there can be a simple SQLite database to track all that information, and check what username has already been registered and what is free
    • from that SQLite database we can determine which player is the admin or the host of the server
  • we can use radminVPN to actually play the thing online
  • EXPERIMENTAL: in the multiplayer section you can also add bots to your games, the bots will have difficulty settings that you can change(easy medium hard, also mixed)
  • you can select the order of teams in settings: say you are playing team deathmatch with your friends and you all want to play against the bots, it is a simple drang and drop setting in the server or something like that
  • PRACTICE_MODE: just connect to the server, choose the map that you want, choose bots if you want, and practice on your own if you want
  • FIRST_COME_FIRST_SERVE: when starting a game, players will be prompted to choose whichever spawnpoint they want to spawn in (just for the first time, after that it’s random), each player can choose only 1 spawn point and if one player choses it, that spawn point is gone, the next player cannot choose it, so if you want a spawn point, be fast to grab it

Mechanics

  • MAYBE: 2d top down shooter like call of duty with most of call of duty mechanics, the vision wraps around obstacles like you would see in a 3d game, but instead it is in 2d top-down and the rest goes black with less opacity, the players are only visible in the region that is visible
  • competitive fighting mechanics based game
  • on the base of it, the player has to choose between various skills that they can add to their character
  • Sekiro inspiration: throughout the game, there is no way to level-up your character, you don’t even onlock any skills, the only thing that you can level up is YOU
    • sekiro combat but multiplayer
  • the only thing you get upon level up is cosmetics etc and nothing else
  • players can make various “builds” like they make classes in games like Call of Duty, each build can be tailored to specific functionality
  • there can be a system that ensure that some skills are incompatible with some other skills and some skills need some other skills to be used
  • cooldown based attacks
  • EXPERIMENTAL: combos: some specific skills need other skills to be used, these types of skills can be stacked on top of the skills they need as a combo
  • EXPERIMENTAL: parry, block, dodge, reflect mechanic just like sekiro or elden ring
  • Combat system including FPS + Smooth movement flow + crazy melee attacks(like sekiro) + special mythic spells/attacks - Creating a satisfying combat system for my game | Withersworn Devlog
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  • Field of view visualization - how FOV works in games and how to implement them but in 2D
  • Sekrio + Call of Duty - add guns and weapons from both call of duty games and sekiro but you can parry everything including bullets from guns and any weapon attack, literally everything is parryable if you have the skill to do so

Game Modes

  • there will be time limits to the games that can be set to unlimited for some game modes
  • there will be earned point or kill limits to the games that can be set to unlimited for some game modes
  • last man standing
  • points/score/kills based winning system at the end of a match
  • MOVEMENT_ARENA
    • movement is the main mechanic
    • stripped away of skills other than movement skills
    • just like a “game of tag”
    • the person who is tagged it at the end of the game looses the game and gets zero points and everyone else gets 1 point
    • every player can choose the movement based skill set and all other skill sets are not allowed
  • PROCEDURAL_WAR:
    • before every round, the players are granted chance to choose between random skills that they can build their character/skill set upon, it is completely random each time

Movement