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Idea Info
Name:
Martial Master
Index:
Secondary
Category:
Fighting
Submitted:
12/1/2003 6:13:32 PM
Written By:
Lampoon2k2

Martial Master
12/1/2003 6:13:32 PM
By: Lampoon2k2

Show all Game Ideas by this Member
Category: Fighting Games

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The basic premise of this is a game that incorporates as many fighting styles as you could possibly cram in there complete with weapon mastering and character improvement. A lot of the game would rely on training when starting out, after choosing the expansive fighting style list ( including styles ranging from: street fighting, capoeira, fencing, kickboxing, drunken boxing, kung fu, etc. ). The game should start out with only a few selectable, but as you go on you unlock more and eventually, the weapon fighting styles.

The basic premise I imagine for the training is basic manipulation of the left and right analog sticks as well as the buttons to learn new moves. But, in order to learn more powerful moves as you go, you must also do such activities as: strength train with a punching bag, meditate ( by maintaining a rhythm somehow on the controller with buttons ), balance, punch candle lights out, basically any martial arts training you can think of. This could be used as a system to get progressivly better and learn cooler looking and more devastating moves. The moves themselves could be combos or just single moves performed by following the button samples onscreen during training maybe 3 times in a row until you master the move for battle. The first being against no opponent, second against a prone opponent, and then third against a real opponent. It could start simple like X followed by O and move up to moves where you must sweep the analog sticks and perform button combinations.

Weapons could be unlocked, as I said earlier, only after mastering a healthy chunk from the fighting styles list. Weapons could include everything from a dagger to a warhammer. It should be almost as expansive as the fighting styles list: Bo, Kama, Sai, Spear, Hand Spikes, Rope Dart, Scythe, List of Sword Weapons ( followed by two handed sword mastery ), etc. Also, single use weapons like bows and shirukins and darts could be used for long range combat ( no guns ). A system to be able to learn to throw more than one fast could be used to do more damage as well as simultaneous throwing and dodging moves.

Characters and Arenas should be diverse. The only thing that should definitly not be overlooked for arena design is the incorporation of arenas with hazards in them like spike pits or acid baths ( very much like mortal kombat ) becuase I know everyone would like to see such arenas return. Arenas could range from tropical environments to castles to antartica etc. with environmental hazards. Characters should be created by a design system that the person uses similar to Tony Hawk.

 

  






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cool
12/5/2003 9:59:08 PM
Comment by:
alan2110
I really like the diversity of real martial art styles accompanied with a large assortment of real weapons. This gives your game a strong RPG element where you are building up your character to be very unique and personalized. And I could see people really enjoying a Tony Hawk style character creation process. A weak point I see would be forcing the player to do hundreds of boring repetitive exercises in order to advance their character. It might be better if they could advance their character by playing and winning at the normal fighting game mode.
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GameDiscovery.com : Fighting Games : Martial Master
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Action
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Fighting
Music
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Sport
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