“The entire game could change to a dating sim at some point” I’m ready to crush a computer (my enemy) with a vending machine (myself) only for said computer to land a hit on me that transforms the fight into a dating sim for the rest of the round
Doing that to the vending machine would be a bad move because it has the highest rizz in the game and should be able to deal with the dating sim attack fairly easily.
That sounds like a hilarious mechanic tbh. Someone's ult or something puts you in a different game menu, and then you have flirt options the enemy player has to order 3-1 hearts on and it does damage according to what lines up. I want this now lmfao
I can’t wait for The Vendor’s win screen where it rejects the opponent’s money because it slightly creased while the opponent is just dead on the floor
IDK if you take suggestions but one idea I had was a parent that brought their child to work, and works like a puppet character. If the child takes too much damage they get sent to “time-out” Absolutely adore this concept
Idea: every time you use an item he gets slightly weaker bc he weighs less. The chips and soda will barely affect him (0.25-1%) but a bowling ball would lower his attack much more significantly (5%), encouraging more strategic usage and discouraging spam.
Adding a "weight" meter sounds like a very fun idea to balance the menace, It could even affect the armor at light enough weight thresholds, but also let it refill somehow, maybe by eating projectiles
@@sev1120 I mean the point in my mind of it being both a super and long was that it's expensive, and can be interrupted if you're trying to just YOLO it out in neutral
You have the perfect opportunity to add a joke character who requires fucking double-pretzel-forward-back-circle-half-cum-quarter-quarter-circle-shoryuken-back inputs to do their basic attacks that do almost as much damage as anyone else's Light Punch
I've always wanted a fighting game character that would be the best in the cast, roughly MVC3 Vergil level in power, but has absurdly difficult execution for everything.
Maybe the vending machine could have a move where it "steals" the opponents special, like how vending machines malfunction and take your money without giving you your snack.Also love your content, especially your two precious vids.
@@dredddizzah9705Liz’s packet would advertise over 1987 different flavours; Ace would cost like 3 times as much and taste worse; I.Truman would be a packet of computer chips
Reminded me of a silly MUGEN idea I had (Un)ordinary Day Doug Walker Vs DEE Jhang "No way you can have doggies in the dance floor... AND WHY SO MANY?!"
4:47 I love how this game isnt even "out" yet you have enough game dev foresight to think about newcomers and how they'd interact with it That's really cool man
Man this looks sick! The simpler special input method will make it a breeze to introduce fundamental concepts of fighting games to newer people just looking for some fun, and the business concept is great to see. I myself am currently working on a card game based around the same idea of lethal business jargon. I can't wait to see what you do with this project in the future, and how things will evolve. My one word of advice is to watch out for scope creep, realise your limitations and make sure ideas don't balloon out of proportion. Either way, keep up the good work, and have a lovely day.
I have an idea for the movement that isn't dashing: Tripping! The character seems to trip on paper or a wet spot on the floor, sending them forward or backward and putting them off balance, allowing them to accidentally dodge attacks or dash past the enemy, they then regain balance and continue fighting
I wonder what kinds of mechanics could be added in reference to the whole company/worker conflict, like maybe the characters have secondary 'jobs' that they can fullfill mid-match as kinda like win conditions or unique meter management like in Blazblue. So the Janitor's Job would be to use each one of her specials at least once for some powerup, or the IT guy's job is to 'fix some code' which could be interpreted as him having to build up some special meter kinda like Pucchi in JJBA ASB, or like if he gets hit while fixing it he'll get the latency install. Or the Vending Machine's job would be to just to dispense food and items at the enemy or something.
I remember seeing the ost on Epowga"s channel, getting confused and excited. It's so cool to see in action and hear more about how it's all designed. Also I think the issue with modern controls/easy input is when they're mixed in with motion inputs at the same time. This is all designed with simple inputs in mind tho, like smash so I think it's a great idea honestly.
imagine danger time in xrd except instead of all of that when two moves clash theres a chance of dating sim mode activating and the entire game becomes a dating sim for a bit
What if each character had a unique movement option. Like the zoner can flip backwards while the mix up character can teleport. And anyone who wants to dash can choose the rushdown
I hope it has a super command grab where the opponent puts in money to buy something and it gets stuck and causes mental damage. You could even have some characters get angry and shake the machine and it falls on them after it doesn't work.
Bro, this looks awesome! I love the theme, and the characters fit really well with it. Also, I like how you are able to go against the typical grain with character making, giving Vendor a completely new playstyle and even movement. I also love the simplified controls. I'm no fighting game expert, but I love platform fighters, so this seems like a fantastic stepping stone!
Every character looks pretty interesting in their own right, but Ace, Ace looks INSANELY cool! The names of his moves are great, but "Stock is..." is GENIUS! The move itself and the name! And it reminded me of Johnny's Mist Finer on GG Truly, GENIUS stuff right here! As well with the *monster* that is The Vendor. Having moving being directional specials, it makes a lot of sense, even just watching it does feel clunky and heavy, but also terrifying. The best of luck on your game Mr. Chad (who is also, sometimes, everyone's dad)
we need super animations / finishers. I NEED an animation of someone trying to buy a drink from the vendor, the can getting stuck, and then some text like "DRAMATIC FINISH!"
i have an idea. The Receptionist. They are so fatigued by talking that they dont feel like talking to their co-workers. so they want to distance themselves during breaks and lunches. As a result, she becomes a zoner type character.
I genuinely adore this, it’s the next Ultra Fight Da Kyanta! I’m gonna immediately go check out Epowga’s ost. Keep it up Radchad, I wanna see at least 10 more characters for the base roster you mad lad
When I saw the title and concept, I thought Vendor would wind up very similar to Sandbag from SSF2, but I'm impressed that you managed to come up with some original ideas!
This has to be one of my favorite fighting game universe concepts ive ever seen. The designs feel very original and im looking forward to how the project progresses. 10/10 would date The Vendor. Also, better add DNF Duel to your sue list for their control scheme, same as Project L
Whatever happens I hope this was an enlightening experience 4 u Also your art style really works with the over the top animation every move is framed really well
Hear me out... Crouch Dashes. Like the Mishima's, where it dodges highs but gets heavily punished by lows. Also a character idea, we all know that guy. The one that would lick their bosses boots if it means they get a promotion. So I think a rush down character who wants to stick close to the opponent the whole match could fit a character like that. Maybe they could have level up moves? Like a promotion? But idk, this is just something that popped up in my head
Honestly they should have a Golden Parachute mechanic or some crap that, when maxed out, gives them an Extra Life. Yeah, you heard that right. MID-MATCH, this bastard can EARN AN EXTRA LIFE that makes dying not count as dying! Very fitting for our current industry crisis of morons who make short-term profits, then leave their companies to die while they go suck another company dry.
Finally, Ultra Fight Da Kyanta 2 has a rival which also doesn't ask you for quarter circle (or worse, half-circle) inputs. Hope it'll be able to grow to match Rad Chad's vision. (also, fuck Unity)
This games setting is so interesting. I gotta be honest, I like it a lot more than most fighting games on the market right now. The mixture between silliness and groundedness works really well. It feels to me a bit like Hi-Fi Rush, a setting which I also really like for its grounded setting being made silly by the plot.
I definitely respect the idea of not including dashing, but I do think a fun and useful movement option should be included, because movement that feels good is just fun, and in other games dashing can be expanded upon with things like Counter Attack Dash Cancel, Combo Extension, and more. Another obstacle is that when you're locked into a 2D plane your movement options become even more restricted. If I had to think of a movement option I think giving every character the ability to mark a spot and then teleport to the marked area (think maybe Orcane from RoA) that could be used to escape combos, extend combos, or counter attack. I like the idea of marking the area because it is more fair and feels less bullshit than in games like Naruto or Dragon Ball, as a good player might be able to read the teleport and punish it by attacking into the marked area. I also think there should be moves that work to punish teleporting so if I read the teleport I can use a move to pull my opponent out of the teleport and maybe they receive extra hitstun or something for getting caught with it. You don't need to make whole new moves, but maybe add a green flash or something to existing moves that indicate that these moves have that property. You could also have some fun with the properties of each characters teleport, like some characters it could be a projectile that deals damage and some travel in different arcs, or hang in the air, or whatever. It also might be smart to tie it to a resource like meter. Also a vending machine teleporting behind you and beating your ass is funny
Interesting FGC ideas I had before: (some Isekai/ RPG inspired) Char 1) Survive long enough to buff yourself so much you can OHKO the opponent. Buffs include Super Armor and UNBLOCKABLE! Char 2) Parry and spot-dodge the opponent into moral defeat, not even dealing damage. (The best moves drain your opponent bars, though!)
An idea is, heavier character's like, the vendor, could have a dive. which paralyzes the attacker for a moment, while the other character attempts to escape its grasp while having health drained, maybe by a button mash.
Glad to hear some news from you, i couldn't find anything on your twitter but i saw the OST come out for it from Epowga's Channel. i would say i would like something like an Airdash, as that is a fun form of movement in fighting games, as Airdashes make fighting games feel more fluid in the air, rather then slowly floating through the sky's into your opponents Anti-air. if you really dont want an airdash system, then please allow us to have things like foot dives to cover that space in the air, or special moves that allow for other movement options(Stuff like Butter Fingers is just what i want,). cant wait to try this game out with my friends! Edit: just saw the rest of the video, cant wait to try this out, Ace looks perfect for me to play.
How about a Dash Cancel? Something like SF6's Drive Rush or GG's Roman Cancel, but it doesn't pause gameplay, so it's easier for beginners to use (something that was really hard for me to learn when I first started playing the aforementioned games)
The office setting reminds me a bit of Have a Nice Death, but instead of being the CEO trying to get everybody to work properly, you're an employee in mutiny
I wanna make my own fighting game soooo baaaad man, but at every turn, I'm met with the least fun thing ever. After getting kicked off the Mugen forums for (and I'm not exaggerating or excluding details here) ZERO reason, and the universal fighting game engine being a Unity thing, my options are slim. I also despise programming, and the visual scripting I've used (Unreal and Construct specifically), were so goofy. Nothing is more destructive to your motivation than someone on the forums saying something like "The reason your animation didn't play is because you used When_Key_Up_Pressed instead of Player_Input_Jump. When_Key_Up_Pressed calls every frame, idiot." I'll make a game one day.
I think it would be funny if the Vendor had a person trapped inside behind the glass. They could emote depending on things like taking damage, or using certain moves
only problem i have with one button specials is instant dp's, if the game provides a system of using motion inputs im def using them since its just a lot more satisfying
Heard it hear first everyone. There will eventually have lewd vending machine content sometime in the future. I can’t wait for The Vendor to say “It’s Vending time” and Vend all over me.
An interesting character you could do is one that parodies how characters like Chris Redfield or Nemesis in the MVC games fire at regular-human characters like Phoenix Wright or Frank West, using regular bullets or literal rockets, and it does shit against them. Maybe an airsoft-guy with projectiles that are meant to mostly stun so he can get combos in?
I’d be down for a Dating Sim hybrid ngl. Also, if you’re taking requests for characters, I have an idea for an office worker who takes a TON of coffee to keep up with her duties; maybe have a meter that builds up for every swig she takes that can be used to enhance the strength/speed of her attacks. This would be a balancing act as if she takes too much too often it’ll cause her to crash and she’d be fatigued or suffer some other kind of debuff. Just an idea though, this is amazing regardless
Suggestion: Make a roll which is used by pressing dodge while moving forward or back (never crouching). Balance it by making it slower, but you're immediately able to block after it ends, just not able to strike. This way, new mixup opportunities arise as a reward for predicting your opponent's reversal options, and players can sacrifice the guarantee of throw damage for 50/50 mix. It also becomes a very efficient tool for balancing, as characters can have different roll speeds in order to balance defensive capabilities.
I've played a game that you could play as a door. It was the first and only Grappler I like playing. Now the game is not available anymore. It was Super Order Braw.