Street Fighter Style Game
Hello,
Do you like Street fighter style game?
Here is a detailed outline for a Street Fighter-style game:
Game Title: "Fist of Fury: Urban Showdown"
Game Concept:
"Fist of Fury: Urban Showdown" is a 2D fighting game inspired by classics like Street Fighter. Players will engage in one-on-one combat in various urban environments, utilizing a roster of unique characters, each with their own fighting style and special moves. The core gameplay will focus on skillful execution of combos, timing, and strategic use of special abilities. The game will feature a robust single-player experience against an adaptive AI, with a progression system that unlocks new challenges and allows players to revisit their triumphs.
Game Modes:
- Story Mode (Single Player vs. AI):
- Players choose a character and progress through a series of matches against AI opponents.
- Each win brings them closer to the "boss" of the current difficulty level.
- Unlocks new difficulty levels after a certain number of wins (e.g., 3-5 wins).
- Versus Mode (Player vs. Player / Player vs. AI - unlocked levels):
- Human vs. Human: Local multiplayer for two players. (While the prompt focuses on AI vs. Human, this is a standard feature for this genre and good to include).
- Human vs. AI: Players can select any unlocked character and fight against an AI opponent on any conquered difficulty level. This allows for practice or replaying favorite challenges.
- Training Mode:
- A dedicated area for players to practice moves, combos, and special attacks against a dummy opponent.
- Includes input display and damage readouts.
- Tutorial Mode:
- Interactive guided lessons on game mechanics.
Gameplay Mechanics:
Core Controls:
- Interactive guided lessons on game mechanics.
- Movement: Left/Right (walk), Double Tap Left/Right (dash/run), Up (jump), Down (crouch).
- Attacks:
- Light Punch (LP)
- Medium Punch (MP)
- Heavy Punch (HP)
- Light Kick (LK)
- Medium Kick (MK)
- Heavy Kick (HK)
- Blocking: Hold Back (standing block), Hold Down-Back (crouching block).
- Throw: LP + LK (when close to opponent).
- Recovery: Press a button quickly after being knocked down to reduce recovery time.
Special Moves:
Each character will have 3-4 unique special moves. These moves require specific directional inputs combined with attack buttons (e.g., Quarter Circle Forward + Punch for a projectile). - Examples: Projectile, Uppercut, Rush Attack, Grab.
Super Moves / "Fury Arts": - A powerful, cinematic attack that requires a full "Fury Gauge."
- Fury Gauge fills up by dealing and receiving damage, and by successfully landing special moves.
- Each character has 1-2 unique Fury Arts.
Combo System: - Chaining together normal attacks, special moves, and potentially Super Moves for increased damage.
- The game should incorporate a "hit stun" system to allow for combo opportunities.
Health and Timer: - Each player has a health bar. The first player to deplete the opponent's health bar wins the round.
- Matches are best of 3 rounds.
- A timer limits each round. If time runs out, the player with more health wins.
Characters:
A diverse roster of 8-10 initial characters, each with unique fighting styles and backstories.
Character Examples: - "Blaze" (Martial Artist):
- Special Moves: Fireball (QCF+P), Dragon Uppercut (DP+P), Spinning Kick (QCB+K).
- Fury Art: "Inferno Barrage" (Multiple fireballs and a flaming uppercut).
- "Spectra" (Shadow Assassin):
- Special Moves: Shadow Dash (QCF+K), Phantom Blade (DP+P), Teleport (QCB+P).
- Fury Art: "Eclipse Annihilation" (A series of blindingly fast shadow strikes).
- "Titan" (Grappler/Brawler):
- Special Moves: Ground Pound (Charge D, U+P), Power Bomb (360+P, close), Boulder Toss (QCF+P).
- Fury Art: "Seismic Impact" (A devastating ground slam affecting the entire screen).
- "Viper" (Agile Kickboxer):
- Special Moves: Hurricane Kick (QCB+K), Lightning Knee (DP+K), Somersault Kick (Charge D, U+K).
- Fury Art: "Cobra's Dance" (A flurry of high-speed kicks ending with a spinning aerial attack).
AI Difficulty Levels:
The AI will adapt its behavior based on the chosen difficulty.
- Beginner (Unlocked from start):
- Predictable attack patterns.
- Slow reaction times.
- Infrequent use of special moves.
- Low health pool for the AI.
- Amateur (Unlocked after 3 wins on Beginner):
- Slightly faster reactions.
- More varied normal attacks.
- Occasional use of simple special move combos.
- Increased health for the AI.
- Challenger (Unlocked after 5 wins on Amateur):
- Good reaction times.
- Utilizes basic combos effectively.
- Regularly uses special moves.
- Starts attempting to counter-attack.
- Standard health for the AI.
- Master (Unlocked after 7 wins on Challenger):
- Fast reactions and defensive maneuvers (blocking/evading).
- Executes advanced combos.
- Strategic use of special moves and some Fury Arts.
- Attempts to bait the player.
- Increased health and damage for the AI.
- Legend (Unlocked after 10 wins on Master):
- Near-perfect reactions and defense.
- Highly intelligent AI that adapts to player habits.
- Flawless execution of complex combos and Fury Arts.
- Utilizes character-specific strategies.
- Maximum health and damage for the AI.
Progression Logic:
- After winning X number of matches on a specific difficulty in Story Mode, the next difficulty level is unlocked.
- A clear "New Difficulty Unlocked!" notification should appear.
- Once a difficulty is unlocked, it becomes available in the Versus Mode (Human vs. AI) for replay.
Tutorial Section: "Fighter's Dojo"
The tutorial will be an interactive, step-by-step guide with visual cues and practical exercises. It should be accessible from the main menu.
Tutorial Modules: - Basic Movement:
- Walking, dashing, jumping, crouching.
- Exercise: Navigate an obstacle course.
- Offensive Basics:
- Light, Medium, Heavy attacks (Punches & Kicks).
- Chaining normal attacks (basic combos like LP > MP > HP).
- Exercise: Land specific attack combinations on a dummy.
- Defensive Basics:
- Standing block, crouching block.
- Throw breaks.
- Exercise: Block incoming dummy attacks. Practice throw breaking.
- Special Moves Mastery:
- Detailed explanation of input notations (QCF, DP, Charge, etc.).
- Step-by-step guidance for each character's special moves (starting with one or two characters).
- Exercise: Successfully execute each special move multiple times.
- Combo Fundamentals:
- Introduction to linking normal attacks into special moves.
- Basic combo strings for a selected character.
- Exercise: Perform 2-3 essential combos.
- Fury Arts & Gauge Management:
- How to build the Fury Gauge.
- Input for Fury Arts.
- Strategic timing for using Fury Arts.
- Exercise: Fill the gauge and execute a Fury Art.
- Advanced Techniques (Optional, unlocked later):
- Counter-attacks, parrying (if implemented).
- Okizeme (attacking a downed opponent as they recover).
- Cross-ups (attacking from behind a blocking opponent).
Tutorial Presentation:
- Visual Input Display: Show the exact controller inputs being made by the player in real-time.
- Highlighting: Highlight areas on the screen to draw attention to important information (e.g., health bars, combo counter).
- Interactive Prompts: "Press X to perform this move," "Try to land 3 consecutive hits."
- Feedback System: "Excellent!", "Try again!", "Too slow."
- Character-Specific Lessons: Once a character is unlocked, their specific special moves and basic combos should be added to the tutorial.
User Interface (UI) / User Experience (UX): - Main Menu: Story Mode, Versus Mode, Training, Tutorial, Options, Character Select, Level Select.
- In-Game HUD: Health bars, Fury Gauge, Round Counter, Timer, Combo Counter.
- Clear Win/Loss Screens.
- Progression Tracking: Display of unlocked difficulties and character stats.
- Revisit Conquered Levels: In Versus Mode (Human vs. AI), allow players to easily select any previously unlocked difficulty and stage.
Art Style & Sound: - Visuals: 2D sprites or 3D models with a classic 2D fighting game perspective. Gritty urban environments (rooftops, alleyways, subway stations, fight clubs).
- Sound: Punch and kick sound effects, character voice lines for special moves and taunts, impactful hit sounds, dynamic background music that intensifies during Fury Arts.
Development Phases (High-Level): - Core Gameplay Loop: Implement basic movement, attacks, and blocking.
- Character Implementation: Create 2-3 characters with their full movesets.
- AI System (Beginner): Develop the initial AI behavior.
- UI/HUD: Design and implement menus and in-game displays.
- Tutorial System: Build the framework for interactive lessons.
- Difficulty Scaling: Refine AI behavior for higher difficulties.
- Content Creation: Add more characters, stages, and story elements.
- Polish & Balance: Fine-tune gameplay, adjust character balance, add visual effects and sound.
This detailed outline provides a solid foundation for developing "Fist of Fury: Urban Showdown," a compelling Street Fighter-style game with engaging single-player progression and a comprehensive tutorial.
The Strategist