Sunday, June 26, 2022
HomeGame DevelopmentAre juggle mechanics (or related) important in combating video games?

Are juggle mechanics (or related) important in combating video games?


I’m placing collectively the preliminary design concepts for a 3D combating sport. General the type of the fight I wish to be one thing between UFC and DOA video games, so centered on realism however the pacing extra like cinema fight.

After doing analysis on probably the most profitable combating video games I’ve discovered that the juggle mechanic appears to be frequent amongst a lot of them. Truthfully I am unable to actually perceive why that is so standard for the next causes:

  1. From a combating perspective it’s fairly a ridiculous thought and doesn’t occur in any actual combating type competitors. You may knock an individual of their ft, very not often hit them as soon as when they’re within the air however to do some form of combo or base a profitable technique round it, no method.

  2. As a sport mechanic I discover the thought of getting a participant wait with out with the ability to do something whereas they’re being juggled within the air appears not very enjoyable, particularly if the injury potential may be very excessive eg. half the participant well being. It additionally feels unnecessarily punishing in that one mistake can finish the match, though in actual combating competitors additionally it is the case {that a} single assault can finish a match as nicely.

I’m questioning what it’s about this mechanic that’s so useful in combating video games? As a result of to all honesty I used to be considering of not utilizing it in any respect however I am undecided if meaning I’ve to compensate for it in my design in some way to maintain the sport balanced? I do know some video games like Tekken experimented with their juggle function comparable to including characters that would escape juggles or severely firming them performed like in Tekken 4.

I used to be considering of maybe utilizing one thing like a stun system as an alternative, the place sure assaults will stun the opposite participant permitting a free hit however maybe nonetheless giving the shocked participant an choice comparable to a counter/reversal so they don’t seem to be simply caught ready there. This might reward gamers with related free hit combos in the event that they executed a stun combo and I’m considering of presumably including some form of escape transfer at sure factors within the combo to permit the participant being broken alternatives to show the tables. I’m questioning although if each the counter/reversal and stun escapes tip the steadiness too far into the participant being broken facet, making it not definitely worth the effort for the attacking participant? How precisely do I discover a steadiness for this? As a result of I do not need the sport to be solely a defensive sport, the place the participant who waits longer and counters will all the time have the benefit. For instance, if the juggle mechanic was fully faraway from a sport like Tekken or DOA would it not actually make them worse video games? I really feel it would not and as an alternative would simply make them a bit extra like UFC video games, however joyful to get different explanations on this.

So with that in thoughts, are juggle mechanics (or related) important in combating video games? If sure/no why, and are there necessary concerns both method when it comes to the sport design and total steadiness of the sport?

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