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Fur Flying Stadium; an analysis on vague details.
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  Fur Flying Stadium; an analysis on vague details.
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koogy
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« on: November 08, 2007, 12:51:22 AM »

Before we start, I am a competitive gamer. I do not mash buttons, I do not waste my time playing the computer. I play training mode exclusively when I am not playing another human being. I actively discuss and discover game changing details in various competitive fighting games, and I have written numerous articles about it. This is not an attempt to sound like I'm smart or anything, but to disclose with you, the viewer, that I do know a bit about game engine design and what makes a fighting game worth playing. I also provide you with amusing or interesting things to look at with links, if you chose to waste your time on them.

So, here we have Fur Flying Stadium. The entire premise of this game is that there are a million characters with billions of gauges and 9 turbochargers. There are assist characters that pop up and help you do combos, 22 hit combo special attacks, no real direction... this game has it all! As directly quoted by the head game designer FURRAH in charge...

"The fighter is known as Fur Flying Stadium. The gameplay is a hybrid of Guilty Gear and Rumble Fish. You are given 3 Gauges not counting the life bar. They are the Feral, Storm and Ace gauges. The Feral gauge is used to determine if a finisher is available for use. The finisher, a.k.a. Feral Finish, can be like Killer Instinct in which it is one hella long combo, or it's a fatality like MK. The Storm gauge is used for super moves A.k.a. Storm breaks. all the super meters cost one stock unless noted other wise. You can store up to 10 stocks. The Ace gauge is used for technical maneuvers. Dodging, safe falls, quick recoveries, combo breakers are few things that use the ace gauge. The ace gauge can store 3 stocks and charge up automatically."

Holy fucking christ, three gauges. A super meter that holds up to 10 supers at once, Killer Instinct style kill combos? Putting defensive options (Dodging, Safe Falls, Quick Recovery) into the same gauge as offensive options like Combo Breakers? Did SNK make this ... ... wait. Now I get it. "SNK-Playmore has told me that i need art and that the roster can't exceed 30 characters." ... This kid has talked to SNK-Playmore? The company responsible for such incredible titles as SNK vs. Capcom, and The King Of Fighter series. These games are true testaments to excellent choices in game design, character balance, and sensible ideas. I can see where he gets his inspiration from.

It does make me all hot and wet thinking how cool to be able to do TEN SUPERS IN A ROW, or even be able to build that much in the first place. But one must question how practical is this? How do you even balance this? Do you make supers do as much damage as a special attack? Do you make super meter incredibly slow to build? At the end of the day, WHAT IS THE POINT OF 10 SUPER METERS? Why not just say a healthy number like 2, or 3? Fuck, even this stupid broken ass game Marvel vs. Capcom 2 had 5 meters! Infact, this game is starting to sound more and more like that game then anything else... a completely ridiculous, over the top, broken-ass piece of shit. However, unlike this furry fighting game, that game somehow magically managed to make this piece of shit playable in a high level.

One of the key things you have to consider when you embark on the glorious voyage to create your own personal fighting game is character design and balance. It can take months to make the gigantic leap from "hay guy with sword who does damage" to a list of each attack, the animation, data which says how fast said attacks start up / stay out for / recover, how much damage, the required animations... endless amounts of shit that requires you to have a highly functioning form of obsessive compulsive disorder to enjoy. Next, you have the brains of your game; the system to worry about. Let us say you create the perfect character, and you have all the above data. Well, without a proper system to hold up the backbone of your game, you will have 100% combos, infinites, and other hiliarious problems.... Forget to code that if the opponent cancels his attack on the ground with a jump? You'll get flying fireballs that arch, maybe becoming the best attack ever. And the best fighting game ever.

And who is to say that this won't turn out alright? There have been wonderful success stories of a group of incredibly dedicated, talented individuals working together to create such titles as "Melty Blood", "Akatsuki Blitzkampf", and "Monster". Wait ... Hold the fuck on, there already IS a furry fighting game? And it has online play, and is fun to play?. Yeah, it's been out for months. And has been patched numerous times, and even has a dedicated group of gamers who continue to give advice on new ideas to implement. This game has an infinitely better chance of seeing an actual arcade / home console release than FurAffinity's favorite fighting game scrub attempt.

As we look past the basic problems of having a fighting game based on magical fantasies of childish enthusiasm, we find more issues with this wild otaku wet dream gone terribly wrong. Let's review some of the characters and art involved. Remember, this is just 5 of the characters, out of 30. THERE IS A LOT MORE AWESOME CREATIVITY WHERE THIS CAME FROM.

-Karmine Corona Halsey, Skunkette of the Streets. Her assist is her sickle cell anemia diagnosed foster-care sister, Cassandra. Maybe she has an attack where she throws watermelons and eats fried chicken to regain her health?
-Zoey, Striped Sunshine. Her assist is her alter ego, Zeke. I have nothing funny to add to this.
- ... Uh, I don't even want to fucking know.
-Lady Obsidian, The Strict Dark Kitsune. I think she needs less clothing, bigger tits, and 3 dicks, and we should be good.
-Rockaway, The Unchained Hybrid Probably the most original design ever.

And what about the beautifully hand painted backgrounds that adorn so many fighting games from the past? Does this game hope to showcase the best of furry art, and make all those mean kids at Something Awful quiver in fear? You bet! They don't stand a chance! God, why have I just wasted my time writing this technical analysis of this shitty game. Fuck, why do I still even call it a game? This hasn't even seen the first STEPS of design, let alone a single frame of animation, or any sort of progress past free art begging and "you aren't cool enough to be in my fanclub" type high school shit.

I'll call it right here. Best furry video game ever made? Cheetahmen 2.

« Last Edit: November 08, 2007, 02:04:21 AM by koogy » Logged
RailFoxen
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« Reply #1 on: November 08, 2007, 01:40:57 AM »

Watch out, kids, Danger Duck is going to rape your shit.



This and more AWESOME MAGICAL CREATIVITY can be found on the official forums or the official site.  For example these child prodigies had the idea to allow players to specify which assist characters help with which playable characters in the 'free mode' --
 
Quote from: Phoenixghost
I don't know if we should make free mode available in the first game...

we won't have much to renew and add as something unique and as a new feature for the sequel if it's already in game 1.

Also the newest boss character will likely have some kind of herm incest attack and Team Cougar is made up of two versions of one character's persona (and plays just like Spider-Man from the Marvel vs. Capcom).  Character design is as in-depth as "make my character have a 22 hit combo ok" or "he has a m4d original one bloody wing".  Seriously, if you're going to make a bad game, at least have the sense to make it with MUGEN.

Not even dipping into the personal mania of the guy, the fact his only catchphrase is NIGGA YOU LOSE or the incident at FA:U with an actual black man.  This kid would get owned by the CPU, later dude, gonna go masturbate or do something productive.  No chance in fucking hell.
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« Reply #2 on: November 08, 2007, 12:00:34 PM »

It doesn't even seem like he is programming it, just laying out ideas for it. I mean, even if he had a placeholder graphics laden mess, it would still be something. So far, it seems like he believes he can just mash together his brainfarts and comissions in a blender and get the game from that. It kind of makes you wonder if he even wants to finish, or if he just wants to receive the kudos for including other dorks' characters.

On a related note though, a lot of furries seem to love Marvel vs. Capcom 2 specifically for the fact that it has the fucked up balance (not so muchso that the characters are balanced to each other as they kill each other rock-paper-scissors style, which would be fine... if it was an RTS). Hell, I specifically recall one overly-ADHD furry getting furious at me for bringing a Tekken title to a meet. Not because of the inherent lameness that Tekken can be, but because there wasn't one Slayer-like character he could dominate the game with. He kept switching between the faster characters and the wackier ones, bemoaning that there wasn't a middle ground that had the advantages of both.

A dur.
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« Reply #3 on: November 10, 2007, 04:20:27 AM »

The whole project is technically elligible for a legal assault from SNK Playmore themselves after i found that Wyldkard aka grossly disproportionate midget rabbit thing, drawn by Furball, is dangerously similar to Angel from KOF.
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« Reply #4 on: November 10, 2007, 12:02:05 PM »

Oh hell, considering every other fighting game character is a knockoff of some other fighting game character, I think that's the least of their worries.

Speaking as someone who has actually written the code for a simple game, I think I can safely say that this guy has no idea what sort of effort it's going to take to actually program something like this.  And on the off chance that he rounds up a team of pathetic furry programmers, the end result would undoubtedly be more bloated and bug-ridden than the Mozilla project.  On that note, they'd probably, through some sort of misguided sense of idealism, mark their project as 'Open Source' but still expect to get paid.

I don't know what it is, but furries who think they can program just piss me right the fuck off.
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« Reply #5 on: November 10, 2007, 02:44:07 PM »

He doesn't say it explictly anywhere, but I feel that he believes that SNK's profssionals will do the game for him.  Once he has all the concept art, characters, move lists, and mechanics together he'll hand it off and start working on a sequel, or something.  Nothing about programming in any of his journals.

Look, fanfic.
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« Reply #6 on: November 11, 2007, 07:40:49 AM »

Oh hell, considering every other fighting game character is a knockoff of some other fighting game character, I think that's the least of their worries.

Dammit... I was so ready to watch a Jack Thompson moment...
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« Reply #7 on: November 11, 2007, 10:23:07 AM »

Dammit... I was so ready to watch a Jack Thompson moment...

Get out before I ban you.
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