Since my first games ideas, I always dreamed about creating a fighting game, and I have been toying with a fighting card game for around a year or 2. Actually I managed to create a few prototypes, but things didn't go well. What really got in the way was a board(see? i hate boards), the movement was getting quite annoying, as someone could just run/stall until getting the right cards or something like that...with some more tweaking and hard work it could have worked really well, but I decided to put this idea on hold and go for a boardless game.
There are already a couple of them, yomi and UFS are some outstanding ones, yomi being the one that gets closer to what I want, but doesn't fit my bill, as I was looking for something with combos and the momentum of a fight. The combos in yomi are only if you score a hit, as what I want is something more interactive, but the simultaneous action with the face-down card is pretty attractive as is the rock-paper-scissor based combat.
For how the Combos would work, I will use millennium blades tournament-phase system, every turn players will put a card, and after solving the initial effects, it would stay on the table creating a card row, cards would interact with each other, like after using a super power that need the 2 last cards played to be specific movements, or another one that needed at least X of the cards used so far had ...'energy', so that you could use it.
The Other thing is, I needed another system, that could tell who was in the offensive and who wasn't, and when/how long a combo would last. I created a rough momentum system, and whenever someone got the momentum, the combos would reset, and allowed to create an 'outfighting' strategy, as in I could just keep dodging your punches, you would be attacking but not getting momentum, and I could just wait for the right time or accumulate small momentum with skilled dodges to get a powerful counter punch.
Well, that was my first brainstorm as to how I would like my fighting game.
There are already a couple of them, yomi and UFS are some outstanding ones, yomi being the one that gets closer to what I want, but doesn't fit my bill, as I was looking for something with combos and the momentum of a fight. The combos in yomi are only if you score a hit, as what I want is something more interactive, but the simultaneous action with the face-down card is pretty attractive as is the rock-paper-scissor based combat.
For how the Combos would work, I will use millennium blades tournament-phase system, every turn players will put a card, and after solving the initial effects, it would stay on the table creating a card row, cards would interact with each other, like after using a super power that need the 2 last cards played to be specific movements, or another one that needed at least X of the cards used so far had ...'energy', so that you could use it.
The Other thing is, I needed another system, that could tell who was in the offensive and who wasn't, and when/how long a combo would last. I created a rough momentum system, and whenever someone got the momentum, the combos would reset, and allowed to create an 'outfighting' strategy, as in I could just keep dodging your punches, you would be attacking but not getting momentum, and I could just wait for the right time or accumulate small momentum with skilled dodges to get a powerful counter punch.
Well, that was my first brainstorm as to how I would like my fighting game.