FeldMonster
Member
My idea for a game concept that I don’t think that I have seen before is "turn-based" fighting game, but not exactly back and fort turns.. Imagine Killer Instinct or Street Fighter, but at the beginning of the match, you select an initial action. You would have say 10 seconds to decide every action by step in pre-designated times lots, such as every 30 frames or every 60 frames (not sure exactly), then you watch how those frames turn out, and make new choices.
Picture you and your opponent choosing a play in Madden NFL, but instead of playing it out real time, the game simulates what would happen by time block until someone wins. Then, at the end, you get to watch the entire match in real-time so you can see how your choices played out.
The reason I say, "like Killer Instinct or Street Fighter", is that if you were to turn off the turn-based control scheme, it would behave the same as any 2D fighter. The creator would have to make it a good fighting game first, and then overlay the control scheme. The difference is that this would take out the execution barrier for people like myself who like the characters, story, mythos, special moves, even combos, but can't pull them off real time.
Picture you and your opponent choosing a play in Madden NFL, but instead of playing it out real time, the game simulates what would happen by time block until someone wins. Then, at the end, you get to watch the entire match in real-time so you can see how your choices played out.
The reason I say, "like Killer Instinct or Street Fighter", is that if you were to turn off the turn-based control scheme, it would behave the same as any 2D fighter. The creator would have to make it a good fighting game first, and then overlay the control scheme. The difference is that this would take out the execution barrier for people like myself who like the characters, story, mythos, special moves, even combos, but can't pull them off real time.