With the development of the times, fighting games always incorporate unique and innovative systems to attract more players.
Some introduce new awakenings, while others add new burst states.
However, most fighting games cannot avoid one thing: combo moves and rock-paper-scissors situations.
The so-called rock-paper-scissors involves both sides at a certain distance, where each move is similar to rock-paper-scissors; one move wins against another but is countered by a different move.
With the development of the era, most fighting game players have developed their own unique strategies, constantly honing their skills like martial artists.
Even with the emergence of new fighting games, some of this experience can still be retained and brought into the new game. Then, in the new complex mechanism, entirely new content can be developed.
But this leads to a very bad problem.
That is, how can beginners experience the fun of fighting games earlier?
Learning combos takes time, and even if mastered, they may not be usable in actual combat.
Unable to beat the opponent in rock-paper-scissors, any move will result in being hit, making it difficult for fighting games to receive positive feedback in the early stages.
As for the storyline?
To be honest, Bronie doesn't know much about the storylines of King of Fighters and Street Fighter, and it's hard to delve into them after brief encounters.
Although these are relatively old fighting games, they still have a degree of spectator appeal.
So, to allow new players to quickly get started and allow old players to enjoy the fun of fighting, do we still need to make the game more complex?
Some games, with appropriate subtraction and increased pacing, are sure to be welcomed by many players. The most memorable game for Bronie in her previous life is the first fighting game for young people, "Guilty Gear: Strive."
That game successfully simplified fighting games and is the most played fighting game for newcomers, commonly referred to as "buy anime, get fighting."
After downloading the game, you can find an option called "Story Mode" in it. Just when you think it will be like King of Fighters, where the story is just an excuse for fights, you can only find pure storyline here.
Like an anime, each model performs real-time calculations, then interacts in different scenes.
At that time, Bronie was amazed.
But this can indeed be considered a good way to watch the storyline, quickly immersing people and understanding the background of all the characters.
No need to worry about getting stuck in between levels.
Of course, there is a downside to this; those who don't want to watch the storyline really won't be able to get into it at all.
But the most distinctive feature of Guilty Gear is still its unique 2.5D style.
It's very anime, without the greasy feeling of Street Fighter or the plastic texture of King of Fighters.
If you look closely, the more you look, the more pleasing it becomes. Most old-school anime fans will jump right in when they see this art style.
Let's stop talking about style and storyline here; next, this game also comes with the most comprehensive fighting tutorial.
From the simplest operations to canceling moves, and various common tricks in the game, it has everything. Some of the techniques can even be used in other fighting games, making it extremely beginner-friendly.
Moreover, the beginner tutorial is progressive, from simple to entry-level. Some veteran fighting game players, after playing this game for a long time, only then realized how many detours they had taken.
Next is the mechanism of the entire game.
Almost every character has the ability to dash in mid-air and perform a double jump, which easily closes the distance with the enemy. By doing so unexpectedly, some skills can even be canceled by dashing, extending the combo further.
And the most important thing is that, as long as you move forward, you can increase your Tension Gauge's energy. After being defended against an attack, you still gain a considerable amount of energy.
So, the overall game pace is very fast, even encouraging offense. The more offensive actions you make, the faster your energy recovers. And when you accumulate fifty points of energy, you can perform a more aggressive move Roman Cancel.
Roman Cancel comes in three types: blue, purple, and red. The blue Roman Cancel can slow down the flow of time for surrounding enemies, achieving the purpose of stealing moves. The purple Roman Cancel can cancel your own attack action directly into a different move, while the red Roman Cancel is used at the moment of hitting the opponent, which can directly hit the enemy into a juggle, allowing for more combos!
As long as I have fifty points of energy, you may be taken out by my combo.
Even if not taken out, this game has a more characteristic system, the Wall Break system.
As long as you continuously use combo attacks on the map's edge to damage the opponent, the wall-breaking value will accumulate during this process. When it reaches a certain value, the opponent will be slammed against the wall, and further attacks will transport them to another map, where both sides engage in a new rock-paper-scissors battle.
Moreover, the person who successfully breaks through the opponent's wall will receive a buff, allowing them to quickly restore their energy.
With one aerial dash, one Roman Cancel, and the buff from breaking the wall, these three simple systems accelerate the pace of the entire fighting game. Sometimes, a battle can end directly in thirty seconds.
With its fast pace and simple moves, even veteran fighting game players might struggle in front of beginners. Novice players may connect combos just by randomly throwing punches and kicks, then elegantly take the opponent away.
That's why this is called the first fighting game for young people.
And the most important aspect is the design of the game characters. Each character doesn't have many moves, but each one has a reliable combo. When used correctly, there's no need to worry about being countered after defending or being overwhelmed by the opponent's aggressive play.
In summary, there are always mistakes on the opponent's side, and there are always opportunities to hit them.
Getting started is easy, but mastering it also requires a lot of time. Experts enjoy the thrill of high-level battles, while newcomers find their own joy in learning the ropes.
Bronie drew several characters in just a few strokes in front of the computer, and Bronya also came over.
"Fighting games, isn't this style a bit too magical? Suddenly abandoning technology, AI causing wars, human intelligence developing magic... Bronya feels it's a bit far-fetched."
"Do you want the kind of realism where you punch someone until they're torn apart?"
Bronie heard Bronya's thoughts and immediately thought of Mortal Kombat.
After winning, you can execute the opponent, and the execution animation is a major selling point, but Bronie couldn't bear to watch.
It's just that Mortal Kombat's movements feel too stiff; although there are combos in high-level matches, it just doesn't feel satisfying for Bronie.
Bronya heard Bronie's response and shook her head.
"Forget it, if Bronie likes this style, let's stick with it. I won't comment on the storyline, but the magic setting seems to resemble Bronie's abilities, programming data and information to achieve desired effects."
"That's true, it's quite similar. But personally, I think guns suit me better. Magic can be programmed in advance, but I feel like it lacks power."
"Can this absolute defense time-space barrier be achieved? What about the time deceleration from Roman Cancel?"
"The time-space rupture system is definitely possible. Based on the Herrscher of the Void, a virtual barrier developed by the Users can also be done. Bronya, do you want to install these functions on your future robot too?"
Seeing Bronya nod, Bronie knew she must have some fear of being underpowered.
Bronie understood because even her office's hidden room was filled with various weapons for dealing with any possible situation, so it might have influenced Bronya to some extent.
Every time, she would enter the room to maintain the equipment, keeping her feel for firearms sharp. Even physical and combat training would never be neglected.
"These features are no problem, I'll work on them."
But these things couldn't be conjured up with her own thoughts; they could only be slowly brought into existence through drawing blueprints, searching for raw materials, and gradually turning them into reality.
This process requires a lot of modifications, and the design aspect is even more time-consuming.
After all, Bronie didn't want to disappoint Bronya.
"Alright, let's focus on making the fighting game now. Although Homu Bam Fighting is quite famous and looks relatively simple, Bronya is still very interested in creating a brand new fighting game. Sistee Bronie, can you tell me about this little nun?"
"Huh? That's a guy. Um, born in a remote town in England, where there is a superstition that unfortunate events will occur when twins are born of the same sex. So, Bridget was raised as a girl. But later, to dispel the superstitions of the town, he decided to set out alone and use ample wealth to solve everything. He became a bounty hunter. Although he got the money, he still awakened the femininity in his heart."
It's truly a delicate story.
Bronya didn't know what expression to make when facing this character.
"Weird! How could Bronie think of such a character!?"
"Isn't he cute? Full of contradictions, bravely leaving home to prove himself, and ultimately discovering his own femininity. He showed his inner beauty during this period, brave and selfless. Isn't that great?"
Most importantly, Bridget would also be tricked by I.No to pick fights with others. This foolish attribute was also quite interesting, wasn't it?
"Maybe...?"
"It's like Kiana, always wanting to dress up as a boy, calling herself 'this knight'. It's to prove that she's strong and can protect her family. Similarly, Bridget wants to reassure his family and prevent outsiders from having strange ideas about his family, even though those traditional superstitions are wrong."
"So, is this based on Kiana?"
"You're overthinking it. Kiana likes big flashy weapons, while Bridget plays with a yo-yo. But the male costumes on the nun's attire are indeed quite numerous. Twirling in a modified skirt like this is fun!"
With that, Bronie created two pages of drawings, and by switching back and forth, one could see the little figure on the screen constantly twisting their waist, with the skirt dancing along.
A black line hung in front of the chest, giving the illusion that this person actually had a bust.
Little Bronya was thrown into great confusion.
She couldn't tell if the character in front of her was male or female.
--No, this was all Sister Bronie's fault!
Seeing her mischievous smile, Bronya knew that Bronie was playing with her.
"Bronya almost thought that Sister Bronie likes this type of character."
"Are you only concerned about my major life events? To be honest, I still prefer going out for adventures. If I have a family, I'll be restricted to one place, and it's hard to leave. After you all grow up, I'll directly explore the universe. Unless my future partner can keep up, otherwise, I won't consider anyone."
At the mention of romantic topics, Kiana, also chimed in, who entered the room.
She raised her hand eagerly.
"I, I can do it! Exploring the universe is super romantic and fun! Bronie, do you want to consider me?"
"You're still too young! What are you thinking about all day long?"
Bronie threw a piece of chalk at her, hitting her on the head.
"Ah! Darn it, I drink milk every day, and Bronie, you're not that tall either! And you haven't grown much!"
Bronie felt her fist harden.
"Tsk, my body is still growing, with enough nutrition and physical training, there's no need to worry about my body. And Bronya, don't learn from Kiana. She's been influenced by her unreliable dad, always thinking about thighs."
Bronya took a step back, apparently wanting to distance herself from Kiana.
"Hmph, when you grow up, I'll definitely grow up too. Bronie, you're just slightly older than us, I'll catch up sooner or later!"
Yes, yes, yes!
Bronie nodded, hoping that by then Kiana wouldn't freeze upon seeing Mei.
At this moment, Kiana also came over to the screen.
"Wow, these muscular men, does Bronie like this type? And this blonde beauty..."
"It's just a game, a slightly trendy fighting game setting. Don't assume that any character you see is something I like! But in fact, the most work in Guilty Gear is in the storyline. The storyline... requires quite a lot of content..."
But the storyline can be divided into different chapters, updated periodically, just like a real anime series. Bronie thought there was absolutely no problem with this.
From the simple, populist storyline of the original Guilty Gear, to the most memorable storyline of Xrd later on, to the latest one Bronie encountered in her previous life, there has been enough material for updates for a long time.
So, it wouldn't take too long to finish the game, and the next step is to optimize it for the gaming console and also optimize it for all platforms.
By the time the game was finished, it had only been about a month.
[Haxxor: I recently feel that fighting games are becoming more complex, which is not very friendly to newcomers. So, I want to make a fighting game that I like, while also gradually introducing everyone to the charm of fighting games. I hope everyone likes it.]
Want to read advanced chapters? go to my patréon for up to the current available chapters: Chapter 221.
patréon.com/PorterOfSomething