*CANCELLED DUE TO PC BREAKING DOWN AND LOSING THE EDITABLE FILE*
DragonBall Z: The Cell Games is my Next Game Maker Project. Still in development (and currently on hold...things aren't going too well, it may not be finished), progress isn't very far along, I'm still coding the player. Anyway, in this fighting game, you take control of Son Gohan during Perfect Cell's Tournament. There are multiple modes planned, however since development is so early, I won't mention them all since there's no point boasting all this cool stuff then not being able to integrate it into the final game. However, the MAIN mode, which I can explain is basically a melee type battle. If you choose to fight Cell, you fight FOUR of him at once (remember, Cell can and did split into 4 in the actual anime). Otherwise, you fight Cell Jr. SEVEN at once to be exact. I think that's right. Oh yeah, there should also be a Practice mode where you can just practice the controls with Piccolo. The fighting area CURRENTLY isn't very big, but that may change later, the game is not far enough in development to make any sure comments. Summing it up, planned features include:
- Multiple opponents at once
- Multiple play modes
- Free movement (as flying COMPLETELY freely is planned)
- Physical and projectile attacks
- Combos
- ZTV; a little "gallery" type thing where you unlock footage (just little gifs from the show) of the tournament captured by TV station ZTV
Why am I making this game? I happen to like DragonBall, obviously. Many people are often disappointed by commercial DBZ games (though I don't have a problem with most of them...the fighting ones anyway), so I just wanted to see if I could make a GOOD one that even non-DBZ fans could tolerate...maybe even like. I'm aiming to change things from the Butoden series, probably the most common of the DBZ fighting games. Changes that'll make play simpler and quicker, make the game more true to the series, plus new things that aren't in Butoden. The first two points I believe were fixed to what I have in Hyper Dimension though. Anyway, some examples:
Dashing is done by holding a button and pressing the left/right; in Butoden, you have TWO buttons one to dash right, one to dash left. I didn't like that
Flying is done freely, and can be done at anytime (in Butoden, you had to be far away enough from your enemy to take to the sky). You can move all around, instead of just left and right.
There will be some dashing attacks, so that dashing is not just a way to get from one point to another quicker
Whatever happened to the move in the anime where you knock your opponent into the air, then hammer 'em back down into the ground? As far as I know, it was never in a commercial game (except maybe as a hypermove/meteo combo, but that's automatic; no fun to me!), so I plan to have it
How come there's never any dust or rocks all over the place when you power up in the commercial games? And why is the ki always...stationary? I plan to add those missing little touches.
In closing, I just want to, again, enforce that since development wasn't going too well, this game may never see the light of day. I haven't deleted the development file or anything, but I HAVE been thinking of new ways to do a DBZ game that'll correct the "errors" of most older commercial DBZ action games, as well as other games. Guess only time will tell which project gets my full attention next...
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