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klnOmega

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Posts posted by klnOmega

  1. If I remember correctly, Adam Ryland mentioned that WMMA5 was likely going to be the last one out of this series.

     

    Yeah, but that was probably just to get people to jump to 5, instead of sitting an iteration out. WMMA is one of his breadmakers, he will make another.

     

    I really want him to do a boxing game though.

  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="braspol" data-cite="braspol" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46694" data-ipsquote-contentclass="forums_Topic"><div>interested</div></blockquote><p> </p><p> Cool. I worked on it quite a bit this weekend shaping it up for release. I'll try to get a test version out next weekend.</p>
  3. I have a personal dragon ball mod with a couple hundred fighters, and a custom fight engine that de-emphasizes grappling as much as it can. The setup for the universe is that around the Zamasu arc, time is torn apart and fighters from all eras starting leaking through (debuting over time). A few organizations form for friendly melee (ki and flying are not allowed) matches. Organizations include Zeno's Tournament of Power, Trunk's Time Patrol Intramural League, and the World Martial Arts Tournament.

     

    I repurposed weight classes to refer to skill classes. So Heavyweight is everyone as strong as a god of destruction. Light heavyweight is everyone stronger than SSJ2 Gohan in the Cell saga. Middleweight is everyone stronger than Goku/Frieza in the Frieza arc. Welterweight is everyone stronger than Raditz. Lightweight is DB-tier characters, and below that are just random human side characters. This ensures that characters across a wide range of skills levels are able to compete with others in their class. I found this generally creates a more fun gameplay experience and accounts for the absolutely massive power difference found between characters in the dragon ball universe.

     

    If there is any interest in this mod, I'll polish it up and release it for all.

  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Shinclone" data-cite="Shinclone" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44605" data-ipsquote-contentclass="forums_Topic"><div>Any updates in this? Would be keen to play it myself.</div></blockquote><p> </p><p> I got side tracked working on a 1993 mod. </p><p> </p><p> Which brings me to my random screenshot. First time I've seen an injury pop up during a tournament. </p><p> <span>http://oi64.tinypic.com/2u61mz5.jpg</span></p>
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>Nope.</div></blockquote><p> </p><p> Thanks for adding this feature I didn't even know I wanted, btw. It makes a big difference in immersion for me to see that someone is out for 3 months because of a torn meniscus, as opposed to just "medium knee injury".</p>
  6. Will adding more injuries in the editor, affect the overall injury frequency? I'm want to add more variety to injuries by just including, say 100 real life injuries types (things ranging from the flu to acl tears, for example. I don't know how the game calculates who and when gets an injury though, and I don't want to add 50 types of knee tears, only to find that means fighters injure their knees 50 times more often.
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