Quest Fighting Game

From questden
Revision as of 20:47, 9 December 2009 by 66.31.70.178 (talk)
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Artist's Rendition

A crossover fighting game, with a simplistic control scheme. It has a control scheme similar to the Touhou fighting games or Smash brothers, IE: the effects of hitting a button are not the same as hitting the button and forward, and neither of those two commands are the same as hitting a button and down.

Quarter circle forward, quarter circle back, and down down are the special move inputs. Every character will have three standard attack buttons, weak, hard, and unique. Unique would be something like having Tav shoot rods, or a Beardbeard using his mutations. It's something that defines the character. If you're uncreative or your character doesn't have anything special at all, you could just have it be another attack button.

Storyline

Hope breaks the crystal of magic, time herniates space, and wacky magic shit ensues. Cue crisis of infinite quests.

Things to do

  • Decide on an engine: done. FM2K
  • Convince artists to submit sprites. Any quality will do!

Things the artists care about

  • Character select portraits should be 320x240.
  • Character select head shots should be 58x58. Size will change based off of the total roster. Wait on this for now, it can just be trimmed from the portrait for a placeholder.
  • Dongman, who is roughly seven feet tall, stands fully erect at about 256 pixels. (Oh I get it -GREEN)
  • Game resolution is 640x480.
  • Movelist
  • http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htm A more than slightly handy guide.



Sprite References

QuestFighting game sample animations