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| DragonBall Z: Saiyajin Pride is my fifth Game Maker project. And hopefully it'll be my first FINISHED DBZ game. This is easily my most ambitious project yet. It's a fighting game that's totally air-based with free movement. You can move anywhere on a large, open, interactive battlefield. The game is planned to use a battle system similar to DragonBall Z Legends (for PSOne and Sega Saturn); a sort of "tug of war" where you pummel your opponent to shift the balance of power completely in your favour, then when he's tired you let loose a powerful attack to really do some damage. That's it for health. As for Ki (energy), I plan for the player to have 4 amount levels of Ki. The higher the amount, the faster, higher-defensed, and stronger you will be. Also, defensive moves' success will depend on a comparison of your Ki level to your opponent's; if you have more energy and you attempt to deflect a projectile, you'll send it back at him; if you have about equal energy and you attempt to deflect a projectile, you'll cancel it out; if you have less energy and you attempt to deflect a projectile, you'll cancel it out and take some damage; if you have a lot less energy and you attempt to deflect a projectile, you'll just get hit. Blocking success concepts are similar, deciding how much damage you take, if any. Projectiles also rely on a similar concept; when 2 projectiles hit, it'll depend on energy comparisons as to what happens. Letting loose a special attack will take away 1 level (I'm doing this so that you can't keep letting loose an endless barrage of powerful attacks). Of course, you can regain Ki from powering up. If you have questions, comments, suggestions, or whatever, feel free to contact me: thetakusupreme@aol.com Features (not ALL in demo):
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Demo; 4.87 MB |
Be aware that this demo has NO AI. You can't fight against Vegeta, but you can smack him around and stuff, trying out the controls and checking out the special effects. Press F1 for controls. |