Is this a good idea for a game?

Hello there i’m here to present my game idea.

So it’s a fighting game where you play as a robot but the thing about this game is that you are falling from 1000 meters in the sky And one person has to win before you hit the ground, and if you hit the ground it’s a draw,so what’s you’re opinion of this idea please leave answers in the comments.

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Reminds me of an awesome card game called “Falling” where the goal is to be the last goblin to hit the ground.

It could be cool… it’s definitely different. I approve of different.

Thanks

Just so you know… it only takes about 15 seconds to fall 1KM…

Falling time can be calculated as

t = sqroot( ( 2* height) / gravity)

Hmm you’re correct I now think the height should be around 120000 meters or 120 kilometers

156 seconds is a long time for a fighting game round.

I think it’s probably better to just… make the round last how long a round takes and say it’s however high up as you want it to be. :slight_smile:

It’s a game after all.

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Yep it is, and thanks for you’re opinion :slight_smile:

So, mechanically, how does this make it unique from other fighting games? I mean, there’s usually a time limit that results in a draw anyway. All this is doing is making it a splatty draw.

What does falling offer that other existing games do not?

That’s assuming constant drag, though, right? If people are fighting I suspect their drag profiles will be pretty dynamic.

On that note, there’s one mechanical difference - players will have some control over the time limit.

But also, what will you do to encourage players to remain together?

So an aerial combat game with a time limit? You could do some interesting things with physics.

Why not just build a prototype? You should be able to knock something up in a couple of days. If its fun, finish it. If not, abandon and move on.

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The vision that popped into my head when @pyrokan76 proposed the idea was chaotic. Back in December my wife and I went indoor skydiving, and it was crazy difficult to keep yourself still. As in, you make a fist with your right hand, and all of a sudden you start moving that way.

I definitely don’t think realistic air resistance simulation is important to this game. Rather, as you’re attacking, blocking or whatever you’re doing, the camera would shift somehow to simulate that bit of disorientation, and your player’s movement would be dictated by what you’re doing as well.

Like, what if the only way to move backwards away from your opponent was to open yourself up for attack? And taking a swing at him would move you forward quickly, so if you missed, you now have your back exposed? And maybe trying to kick puts you into a spin and you’re upside down. There are some good possibilities for chaotic, messy gameplay.

Alternatively, the whole point of it could be that it’s impossible to control. Kinda like Soccer Physics, which has the hilarious instruction of “Push the button to somehow control your team”. Even better opportunities for hilarity, there. If you go this route, including replays and social sharing is a must for success.

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As a skydiver, I can tell you that the formula is not correct because it fails to take into account wind resistance.

The faster you go the more wind resistance you face. There is a point at which it is equal to gravity, so you don’t accelerate or decelerate anymore but fall at constant speed. This is called terminal velocity. If you are falling belly down, the average terminal velocity for a human body is 120 miles/hour. One can go faster or slower at will by changing your body position, for example if you fall standing, you can reach 180 miles/hour terminal velocity.

A rule of thumb any skydiver can tell you: The first 1000 feet take 10 seconds, every other 1000 feet take 5 seconds.

You can always spawn the ground at the last instant.

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Yeah… trying to make it work while the characters are actually falling is probably a bad idea.

Floating point considerations would also bite you with a long fall. Have the players fight at the origin in zero g. Then slam the ground up at the appropriate moment.

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thanks for all of you’re opinions :slight_smile: of and if any of you would like to help that would be great i’m not that good at programming

You’d want to have some visual trickery so it looked like you were approaching the ground, though.

You could set things up so that the floating point imprecision wasn’t an issue, though.

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These are the best kind of ideas. I still stand by that an idea is worth nothing, but to me ‘Its an MMORPG with thousands of players and each one operates a massive robot that can fly to other planets and turn into a city and then you colonize other planets’ is nowhere near as good as ‘A 2 player fighting game where you have a time limit’. Because the latter is simple, its feasible, and its got a nice mechanic to it.

As said by Penguin, you’d want to make it look like you were falling, rather than actually doing so. And then you can just have a time limit it lasts for, and when it reaches 0 the ground kind of moves up (which will look like your moving down to), and yeh you get the idea.

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You could make a parallax scrolling background that goes from bottom to top.

@Schneider21 That’s a cool idea.

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Sounds fun :slight_smile:

Maybe you could try a unique control scheme with a controller where each analogue stick controls the arms (flick up to punch) and each trigger the legs (press down to kick)? Could be fun :slight_smile: The bumpers could add some extra moves.