User blog:40DagreezKelvin/Game Design Practice

Hey guys, 40DagreezKelvin here! I’ve always had a love and respect for game design, and I’ve always wanted to try my hand at it. So, I’ve decided to use a fan game project to practice. I’ve been designing a fighting game based around my SFW characters and I’d like to incorporate some of the characters around the wiki too. So if your interested, link me to their page!

For a basic rundown of the “game,” go check out the page for it: https://sonicfanchara.wikia.com/wiki/SF_Universe:_Tag_Team_Battle_(WIP)

Remember it’s locked in development and I doubt I’ll start actually making it anytime soon, it’s pure design at this stage.

Every character will get: Requirements/Things to note Character Archetypes: Your character will fit into one of this classes.
 * 5 special moves
 * 1 character intro art and character icon
 * 3 alternate costumes
 * A character stat card
 * A super and ultra move
 * 2 EX-drives
 * 1 character per user
 * This character must have a well thought design and have a page on the wiki
 * Their abilities must be clear
 * This fan game is non-canon, therefore characters may be represented differently than their wiki counterparts, but I will do my best to represent them to the best of my abilities
 * All Around – well balanced stats in all areas, easy to pick up and make good support characters.
 * Grappler – powerhouse characters that rely on a powerful grab game, usually have a hard time approaching but can delete healthbars once they do
 * Zoner – characters that rely on keeping the opponent at a fixed range outside of point blank with long reaching moves
 * Mixup – characters with multiple different tools that allow them to switch their game plan on the fly, typically have a higher skill cap then the other characters.
 * Trapper – similar to a zoner, they keep opponents at a certain range but instead with an assortment of option covering projectiles.
 * Rushdown – characters that prey on poor defensive options, will bully foes with quick ground speed and overwhelming pressure, usually are glass cannons with low health and easily exploitable weaknesses.