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.
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?
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.
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.
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.
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.
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 The bumpers could add some extra moves.