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#226 09/06/17 12:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

thanks for the input, but i have some free time rite now to make this project happen. still can't believe no one is stoked about sub zero being a playable character. i think it's awesome.

imagine if sub-zero just showed up at the air port level.

Last edited by semicloud (09/06/17 12:09)

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#227 09/06/17 14:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

i may make u guys wait for that in a separate installment Oni KOMBat. it will become harder and harder to top myself if I just start with the epitome of wat i can do. i may just start with ONI: Advance and top advance with angel of darkness, muro: saga, then Battle for the MOrtal Realms. DOA characters will probably be introduced in a separate installment. ONi: Dead or Alive. 

so the gameplay is something like this

ONI ADvance
ONI: Angel of Darkness
ONI: Muro's Saga
ONI Kombat
ONI: Dead or Alive
ONI: Battle for the MOrtal Realms

Last edited by semicloud (09/06/17 14:09)

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#228 09/06/17 14:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

each installment will try to top itself by introducing a new mechanics plus story line.

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#229 09/06/17 14:09

Scarlett
Member
From: Jamaica
Registered: 11/25/15

Re: Oni remake

Or what you can do is practice with creating mods. Start with simple stuff then off to complex stuff. When i started naomi, the first thing i worked on was combos from other characters. Then i worked on creating her own appearance because at the time she was using hanakos model with a few changes. Then i workes on the daodan glow. After that, i wanted to try to do something different by making her own moves from scratch that means i needed to learn animation which i thought was difficult but it turned out to be pretty easy once i got into it. Then after playing some other fighting games, i got interested in making my own throws. All of Naomi's throws were  inspired by other games. Then i finished it all off by making her own costumes with the newer the costumes, the more better she is at fighting. Then i started working on adding her to a level and creating her melee profile so others can play against her. I always find other characters to be boring as you xan simply run up to them and spam attacks and throws until you beat them and i didn't want this to be the case with my character. I wanted her to be like playing against another player and unpredictable. So i made it so she can counter, cancel her own move to do another move, string moves after moves after moves, and as inspired by evil ken from marvel vs capcom, to mix combos with throws, supermoves, etc and to juggle you while you're on the floor bouncing. Thats why she is so difficult to beat especially when daodanized. I've learned a lot from creating this character. And the next thing im interested in learning is making level so i can create long planned level to fight the Beast King, Trials of the Limit, and the Abyssal Mech

Last edited by Scarlett (09/06/17 14:09)

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#230 09/06/17 15:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

there limitation to modding. were as a remake, anything goes. it's best to start with a new foundation instead trying to fix the game to behave the way you want to.

plus, Bl frame work will be easier to mod. techically,you can take the asset created and create a completely different game with it. plus, u are just modifying python scripts for behavior and using in modeler to tweak animation instead of hacking with hexes.

Last edited by semicloud (09/06/17 15:09)

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#231 09/06/17 15:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

so i'm thinking the first installment be ONI: Advance

features in Advance to note
-skill system
-a more detailed Konoko depending on how i do

adjusted gameplay
-lethality of weapon
-harder enemies: enemies do more damage

don't know if i want to demo advance AI yet. kinda want to save that for a later installment.

Last edited by semicloud (09/06/17 15:09)

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#232 09/06/17 15:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

it's probably not gona be like that though. cause advance would be super boring to make.

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#233 09/06/17 16:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

screw that installment crap. i just gona play it by ear and do wat will be most fun for me

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#234 09/06/17 16:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

i figured out how dual wielding works. a fury is the only character that can do this. she won't be able to carry two guns but she can have two guns drawn at the same time.

the way this works is she has her main weapon. if  you Q another weapon, it will go to her left hand. you press E, you drop her secondary weapon. pressing fire fire both weapon at the same time. you can't scope zoom on a sniper when dual wielding. in fact, only certain character will be able to dual wield a sniper which usually require two hands.

basically, muro's subordinates are weapon masters. they can do stuff the mortal kombat character can't.

also, sub zero can't carry weapons. he can have it drawn but he will run slow with it and won't be able to melee with it as well or not at all.  the way this work is he can Q to pick up a weapon, but he can't holster it by Q again. he has to move with it drawn or just drop it. he can't holster it.  sub zero will not have a disarm move, which are reserved for weapon specialist.

baymen can't dual wield. like i said, Fury is the only person that can do this. baymen will have a disarm move, a sleeper move when he is behind an enemy.

some details in here are subject to change though but it will largely be the same overall.

Last edited by semicloud (09/06/17 16:09)

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#235 09/06/17 18:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

scorpion /sub zero has move where he can scissor you on the ground. also both have a recovery move

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#236 09/06/17 18:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

is it legal to get donations for this project. since this game won't be actually sold

Last edited by semicloud (09/06/17 18:09)

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#237 09/06/17 19:09

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Oni remake

semicloud wrote:

is it legal to get donations for this project. since this game won't be actually sold

No.

@Scarlett - he's not looking for advice, only to gush about his own ideas.

Last edited by Gumby (09/06/17 19:09)


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#238 09/06/17 19:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

guess this just have to stay a fan project then.

Last edited by semicloud (09/06/17 19:09)

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#239 09/06/17 19:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

that's not advice he gave. he just told me to change the entire direction of the project. the whole goal of the project was to do a remake with a open engine.

there is already a thread for modding. this thread here is for a remake of the game.

also, these are not ideas. these i work i done toward the game. to call these ideas would like be calling the theoretical foundation needed to build the atomic bomb ideas. or e=mc squared a equation.

this is the complete  theoretical foundation for a remake. it's actually more detailed than this, i just summarized it. these "ideas" took time to work out.

i read everything here and respond to every comment. wouldn't have taken the time to do that if i didn't care about input.

Last edited by semicloud (09/06/17 20:09)

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#240 09/06/17 20:09

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Oni remake

He asked you to start off by taking a bite rather than stuffing the whole cake in your mouth at once. You can test out gameplay prototypes first and get a feel for balance while you take on the gigantic task of getting another engine to do what you want. (Also, really really suggest Unity here). Also, if you're serious about this, I'd suggest making a wiki page to centralize all your ideas.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#241 09/06/17 20:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

i don't have time to debate every contrary opinion to my work flow. i already said i was going to use the engine. the way i test thing, this gona sound dumb, but play ONI and imagine if those effects are real.

so if a gun will kill you, u pretend u can only take two shots from yet. u can scale kick this way.

I test everything in my head. sounds dumb. but it works.

i have so much combat experience in ONI i probably could tell you how a throw work exactly. or how a AI behaves. and i constantly test AI behavior too.

I have a lot of experimental data. this is theoretical experimentation

i try to collect data with the least amount of effort, and extrapolate those statistics to a physical scale.

that's how i work. that's why u don't see any actual work here. actually, there are some work, but that was all necessary to satisfy a test.

i may test one setting on a game engine to see if it will work. or some lighting features. i just don't have all my test here.

alot of experimentaiton were used to develop those theories.

i conducted a lot of actual test with ONI.

those ideas were actually tested

they are work, just not ideas. they are more fleshed out than they seem.

Last edited by semicloud (09/06/17 20:09)

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#242 09/06/17 20:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

to test weapon damage, u concoct a theoretical scenario in your head. a striker with a gun, two shot kill

u test out by mapping out your distant from your enemy. u can either invade, or get shot.

u get shot, your dead if you take 2 shots.

u speculate on accuracy by supposing the striker can compensate with your movement.

instead of modding and spending 5 weeks trying to test scenario, u developed a theoeretical scenario to give you reasonable satisfatory

that's how i test.

you can give a striker an accuracy percentage lie 90 percent while you are moving, you still take gun damage.

gun will still be lethal at that point.

suppose u can evade all his shots, guns will still be more lethal because it forces you to respond by invasion.

u scale up that mathematically by adding a second attacker. u can't possibility evade all bullets at this point, u bound to get hit at this point.

Last edited by semicloud (09/06/17 20:09)

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#243 09/06/17 20:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

i have a reasonable experience of how scaling up weapon lethality would affect game play. in fact, it's very accurate. i could tell you wat u gona do and not gona do. that's run up straight to a striker with a machine gun.

u will die if you try to rush two strikers with machine guns if they are spaced reasonably apart. i can tell you how this game plays and how hard the AI is.

Last edited by semicloud (09/06/17 20:09)

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#244 09/06/17 20:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

another example is sub-zero's freeze ball move.

an idea would be let's include that in a game. that's an idea.

i can tell you that the exacty sequence of button you press to activate that move.  i can tell you how much damage that move does. i can tell you how fast that move is. i can tell you the limitation of that move and how many time it can be performed. i can tell you how this move can probably scale to a skill system that's dimensionaly complex. i can tell you wat the move will look like exactly and nuances.

i can give you a theoretical interpretation of why that moves has a good balance by using some extrapolation techniques. i could also tell you how would that move will look and tell you how deviation in game engine will affect the look and feel if it goes contrary to expectation

i can give you a scientific explaination of how that moves is classified and how it affects game play balance, also enjoyment. i can tell you under wat conditions that moves will be become unbalanced. i can tell you why that move does wat it does.

any time i say something simple, u can assume it's fleshed out.

Last edited by semicloud (09/06/17 21:09)

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#245 09/06/17 23:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

multiplayer in ONi would be interesting to do. i saw a thread on this here.

Last edited by semicloud (09/06/17 23:09)

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#246 09/06/17 23:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

i don't know if i like the idea of royal rumble free for all. but maybe a tournament with top player ranking.

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#247 09/07/17 00:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

also, i m trying to approach game design in a way where it would be fun. i may be attracted to the idea of game design rather than making the game. i am here for ideas, maybe input because we are bound by common interest. i think Oni is a great game.  but is that why i'm here. don't know guys. i'm interested in a remake, at least the idea of. I do have skill to do a remake for some reason but actually fall short of motivation to do one because it's probably more fun to play a game than make a game in some aspect. that's wat i'm here to discover. that's why i throw out ideas, and communicate, it's to discover, get ideas, and learn. i am trying to identify that spark of interest and also discover why i'm here putting out ideas.

Last edited by semicloud (09/07/17 00:09)

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#248 09/07/17 01:09

semicloud
Member
Registered: 07/25/07

Re: Oni remake

here is the bottom line. i think ONI is too easy. most people here probably beat it ten times already. we need new levels that's harder and have some diverse gameplay to it. question is about how u go about that. if i just made the game myself, i just be playing my own levels. that won't work. it has to be some one else that does it so it will be new. if i made a character, probably be boring to play with it again since i made it. if someone else made that character, then it will be different. that's the issue. there has to be a way where each person is not playing there own game. that's wat i'm saying.

Last edited by semicloud (09/07/17 01:09)

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#249 09/07/17 03:09

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Oni remake

semicloud wrote:

multiplayer in ONi would be interesting to do. i saw a thread on this here.

Yes, it's been done before, by me. https://m.youtube.com/watch?v=GMeWr11QVjU

As for all the rest...whatever you say. Was just trying to be helpful. Especially with the engine choice. If you want help you will have to work with people. Using Blender will make that hard. Refusing to listen to advice and feedback will also make that hard.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#250 09/07/17 04:09

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Oni remake

To Gumby:
Actually blender is not bad for creating simple games.And also I agree at that part, that Unity is better engine choice.
But I Have one problem with it tough. To my knowledge some of the most important functions and feedback(store) are reserved for professional version of unity not the free/demo one. The next problem is the license of it with I think you are aware of.
To Semicloud:
But even this is not the most crucial aspect of this entire subject. The thing that worries me the most (even if You succeed) is the legality of the game itself. The oni as IP has it's right owners..and that can't be violated by any means. So this leave the question is this entire project will not be stomped(if ever finished) by entire  team of lawyers. In my opinion the only chance to avoid such disaster is to make this "Engine" recreation depending on the original oni copy.So instead making a new game with will have problems I presented above. make only "transfer" of  oni into the new engine with full dependency of the original(user must own the game first to play better version of it).

Ltemplar.

Last edited by ltemplar (09/07/17 04:09)

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