Here are some ideas for Raging Blast 2 that I have come up with, and I think will make the game feel more like the show.
I really enjoy Raging Blast, but I just want to suggest ideas that will help make the next one alot better.
All the new features they added in Raging Blast should be kept, and improved on in Raging Blast 2. Super attack customizing was really nice, Crashes, Beam Deflecting, Super Rising and the other new additions should be kept.
Like for the beam deflecting, actually show the beam/blast being deflected in real time, like if Vegeta shoots a energy ball at Goku, and Goku deflects it, don't just show Goku moving his arm, but show the actual blast getting deflected.
Note: I will post all the new ideas I come up with in this post.
For these ideas to work really well and be alot of fun, the levels need to be made bigger.
WATER - I think that instead of little splashes of water, like in the current game, the size of the splash should be dependant on how things hit the water. Like the size, speed, and power of the blasts/beam. Or how strong the melee attack was that sent the person into the water.
Example: If you and the enemy are in the air, and you trip him, when he falls into the water; it won't make a very big splash. But if you slam him into the water with a fully charged smash or a powerful downward hit, it will make a huge splash that looks like this.
(Splashes should look like this, size and how it splashes is variable, but this is basicly what they should look like in Raging Blast 2.)
When someone or something is sent into the water, a trail of bubbles follows the blast/beam/person underwater until the blast/beam/person stops. The trail of bubbles overall mass depends on the strength of the melee atack or the size/speed of the blast that sent them into the water. After something hits the water, there should be some waves, again size/speed and how far the waves go, depends on the size/speed of the beam/blasts or the strength of the melee attack that sends them into the water.
(What the waves should look like.)

Example: You and the enemy are in the air, you fully charge a smash, and slam him into the water. Since he is moving fast, when he hits the water a big splash happens. He is going through the water quickly, so a huge and fast trail of bubbles follows him until he eventually slows or stops. Bubbles should also appear if you shoot the blast from underwater to the air like in the picture below. The bubble trails speed depends on how fast the beam/blast/person is moving under water.
(This one is a blast going from underwater to the air, but shows what the bubbles should look like.)
If you charge your ki right above the water, make the water fly up in a circle around you; like in the show. When you hit high tension, make a huge water splash in a circle around you happen. The water stops splashing and just ripples beneath you after the hi-tension splash. If you do an energy dash right above the water, water should splash behind you and to your sides. If you energy dash under water, bubbles should trail behind you.
DUST/CRATERS and DESTRUCTION
Well in the anime, when they sent someone into the ground, a crater and some dust appeared. The ammount of dust is dependant again on, strength of the attack and the speed the character hits the ground. When you do a energy dash on the ground, dust should fly up near you. If you charge your ki right above the ground, dust should fly up in a circle around you.
-If you are slammed down into a rock, make the character covered in debris.
You either blast the debris off of you, or fly out of it.
-If you are in a crash, and when you fall out, make some debris from the crash fall off the wall.
-If a mountain/rock or destructable object is destroyed, don't make the debris dissapear, let it fall to the ground as debris and stay there.
-You should no longer be able to dash through objects, your character should just fly around it.
-Don't allow us to blow up huge objects in one little blast, if the blast is really powerful, it should be able to blow the object up completely.
But if it is just say, a regular Kamehameha, it should only destroy a chunk off the object around where you hit it, but make cracks appear near where the chunk is missing.
(Since they only hit the top of the rock, it breaks and falls like this.)
Example1: You shoot a Kamehameha at the top left of a rock formation,
only the top left is blown away, but the rock formation has cracks in it now.
You shoot at the at bottom of the rock formation now, the whole thing cracks and falls to the ground, debris is left.
(You hit the middle of the rock formation, so only the middle gets destroyed like this, notice the debris in the middle and the cracks on rock formation.)
I think the destruction caused by the blast should be dependant on the type of energy attack. Like Krillin's destructo disk, it it hits the ground, it leaves a huge slash in the ground. But if it hits a destuctable object, it should slice it into two pieces like this.
It hits the ground like this, and the debris falls on the ground and is left behind. A cloud of dust flys up when the sliced of part hits the ground.
Example2: You blow up a rock formation, it shatters and it falls to the ground; there is debris where the rock formation once was.
(This is what the beginning of the rock being destroyed after someone being slammed into it.)
The size of the crater depends on the strength and speed of what hits the ground/wall. Beams and blasts will make craters/dust according to the size/power of the blasts. Dust will always be a little bigger than the crater. The character will lay in the crater until he rolls the analog enough times to get up. Shooting more blasts into the dust will just add to the ammount of dust and or explosion size.
Make sure when someone is slammed into the ground it makes a nice "BOOM" or something. I can't remember in the show how it sounded, but when someone was sent to the ground, when they hit the ground, it sounded sorta like an explosion.
For balance, maybe give the person in the crater the ability to perform an incredibly fast energy dash towards the enemy/or away from the crater?
(Of it course would use ki, maybe they could use it even before they roll the stick enough to get up?) I don't know exactly how to balance it, maybe ya'll can help me with that. :D
Example1:
You slam the enemy into the ground with a fully charged smash attack, a crater that is a little bit bigger than the person is left behind, and dust surrounds the crater.
Example2:
The weak ki blasts make small craters and a tiny ammount of dust.
Beams make medium sized craters with dust.
A volley of energy balls will make craters a little bigger than the energy blast, with dust.
(This is what the craters should look like.)
(Here is what dust should look like flying up after someone being slammed into the ground.)
REAL TIME EXPLOSIONS
This is something that the DBZ games seem to lack in.
Simply adding some real time explosions with dust in my opinion would make energy attacks feel more powerful. Explosion size depends on the blasts power/size. Dust only appears if you hit the ground or a wall. Any energy blast/beam makes an explosion. If a blast hits a character, it explodes on them. If a blast hits the ground or a wall, it will explode.
But make sure the explosion noises are powerful sounding! It's nice to have explosions, but they are not nearly as amazing without powerful sound to accompany them.
Example:
You shoot a Super Kamehameha at the ground, a huge explosion that is blue colored happens (Because a Kamehameha is blue), dust flys like crazy.
This time you shoot a normal Kamehameha at the ground. A much smaller explosion happens (Blue again, it's based on the color of the blast), and some dust appears.
Now you shoot an Ultimate attack, it misses the target, but hits the ground.
A gigantic explosion happens, that results in the stage being destroyed. Some ultimate attacks will just leave a huge crater, some will destroy the map.
(This is what ball shaped explosions should look like, color and size is variable.)

(What normal explosions should look like, this is just the beginning of the explosion, the explosion continues to get bigger.)
TOTAL MAP DESTRUCTION
Oh, and if you shoot an ultimate attack into the water, a huge hole should be put in the body of water, and all the water drains into it. Because, there is a huge hole at the bottom of the lake/ocean.
After you do that or shoot an ultimate into the ground, it should be like when Frieza destroyed the core on Namek, Lava starts shooting up through the ground, the sky goes black, the water is splashing against stuff violently, and lighting is shooting around like crazy, and earthquakes start happening. Like parts of the level start falling into an endless abyss, or huge cracks open up into the ground.
It starts small, and the planets condition continually gets worse and worse. (The lighting, lava, earthquakes, and how destroyed the level is.)
Almost forgot, if you shoot and ultimate into the ground, a huge bottomless pit should be left behind.
Example:
You shoot an ultimate attack at the enemy, they are pushed into the ground, a crater surrounds them, the attack goes into the ground (it doesn't matter how the attack hits the ground, it just has to hit it), and the enviroment slowly starts to change. The sky eventually turns black, lava is seen in the distance shooting out of the earth. More and more lighting is shooting from the sky to the ground, and parts of the earth are falling into an abyss. Huge cracks open up in the ground.
CRASHES, FIGHTING WHILE FLYING, TYPES OF DEFENSE, BEAM STRUGGLES
When you crash someone into a wall, make it to where if you blast them or hit them while they are in the wall, they go deeper into the wall and the hole gets bigger.
THREE TYPES OF DEFENSE
Normal Block - The quickest one to come up, but if you use a normal block for defense against a beam\blast, you will start to "ride" the beam.
Power Block - This one is slower to activate, but if you are hit by a beam/blast, you will take normal defending damage.
Energy Block - You form a bubble of energy around your character, it completely protects you, but drains ki extremely fast while it is activated.
Characters should scream while transforming.
FIGHTING WHILE FLYING
In DBZ they aren't always standing still or just hovering in the air while fighting. Maybe you could make it to where the characters can do more then just charge smash attacks while flying around the map. Kinda like when two people dashing collide in the game, but instead flying around the map fighting the opponent with full control over your character.
BEAM STRUGGLES
I'll make some examples to demonstrate some ideas on how to make beam strugges better.
Example1: If you and the opponent are both on the ground, and you win the beam struggle, when your beam over powers his, instead of making the beam blow up in his face and the opponent flinch a little, make the beam/blast push him backwards, and if he hits a rock or wall he gets pushed backwards, he gets pushed into rock/wall, it cracks a bit, and when the beam dissapates, he falls off the wall or rock.
Now if the person pushed backwards doesn't hit a rock/object/wall, the beam will dissapate after he has taken the damage for losing the beam struggle. If the person is pushed into a wall or object, the damage will be done while he is being pushed back.
Example2: If you and the enemy are in the air, just make the person over powered by the beam/blast fly backwards (being pushed back by the beam/blast) for a distance, and then fall off. The damage normally dealt by losing a beam struggle is delt to them while they are being pushed by the beam/blast.
Example3: If you are in the air, and the enemy is on the ground, if the ground guy is losing, he gets slowy pushed into a crater, when he loses he is fully pushed into the crater, lying on the ground inside the crater. Now if the guy in the air loses, he rides the beam for awhile, then falls off. Damage dealt for losing the beam struggle is dealt to the loser while he is riding the beam.
Oh I almost forgot, to make the whole "slamming someone into a crater or water" to work, you'd have to do this.
Example1:
This is what needs to happen, the opponent needs to keep traveling in the initial direction he is sent when he is hit by a downward smash attack. He can stop himself from falling if he rolls the analog enough like in Raging Blast.
This should be done with any attack that sends the enemy downwards, like Krillin's throw for example. Falling speed should be increased also, like when the opponent is sent downwards by a powerful attack, they should go downwards faster. Basicly, the weaker the attack the slower they fall, but the stronger the attack the faster they fall.
Example2:
This is what is happening in Raging Blast, the opponent just drops after he's been launched a certain distance. So it really doesn't look like he's been hit by a powerful attack.
Here are two new features that would be awesome in the next game.
POWER STRUGGLE
This is an example of a power struggle, both characters grab eachothers hands.
The ground gets indented more and more the longer the "power struggle" continues. The way you win is by getting the enemy in fatigue status, then using a finisher on him. Whoever taps the buttons slower takes gradual damage. The power struggle happens in real time, so any indention left in the ground is left exactly as it was and where it happened when you resume fighting.

The power struggle activates when two characters are on the ground or near the ground, and they dash at eachother and once they collide, it starts.
(If they are in the air, but really close to the ground, like jumping height, when you collide, it shows them dashing to the ground before it starts.)
When the opponent is going to attack you, a random two button combination comes up for the person about to get attacked, if they press it, they block the attack and follow with a counter attack. It would be a small window of opportunity to counter, to keep attacking from being useless.
Counterattacks are unblockable and undodgeable.
You can also use a dodge command, it's easier to pull of than a counter, but you don't attack the enemy back. You just dodge the attack, and resume the power struggle. No one loses fatigue if you dodge.
Example: You dash at the enemy while on the ground, and he dashes at you. When you collide, the power struggle starts, you are tapping the button commands required to win faster than him. The opponent takes gradual damage, because he isn't tapping them as fast. The enemy hits the button to do a knee to the stomach, you see it comming and block it. The opponent is know vulnerable to a counter attack. So you remove one of your hands from the enemies hand, and use that hand to punch him in the face. The enemies is now fatigued, so you finish the power struggle by throwing him far away.
I will explain the mechanics of a power struggle.
Tap the button to win. If you get a certain ammount of button presses over the enemy they get fatigued, if you get a certain ammount of button presses over the enemy, the enemy enters fatigue mode.
Use an attack. You attack the enemy, if it connects the enemy gets fatigued. The enemy can block it if they time it correctly, and then counter attack you.
Counter an attack. The enemy tries to attack you. If you press the required buttons at the right time, you block it, and can launch a counter attack that fatigues the enemy. Counter attacks are unblockable and undodgeable.
Dogde the enemy attack. You simply dodge the enemies attack. It's easier to pull of than a counter, but you do not attack the enemy. No fatigue is lost if you dodge.
You can only dodge attacks. You cannot dodge counter-attacks or finishers.
Finish the power struggle by using a finisher.
If the enemy is in fatigue status, you can end the battle with a finisher.
Note: It does not "insta-kill", it just ends the power struggle in your favor.
Fatigue. If have a certain ammount of button presses lower then your opponents, you get fatigued. If you are hit by a counter attack or regular attack you are fatigued. Fatigue is recovered over a period of time. You can still dodge/counter when fatigued, it's just harder to do so. If you are fatigued, the enemy can use a finisher on you and then the enemy wins the struggle.
(I'm going to suggest these attacks.)
Knee - You knee the enemy in the stomach or chin easiest to pull of, but the weakest of the attacks.
Punch - You remove one of your fists from his hand, and punch him in the face.
This one requires better timing to pull off, but does more damage.
Ki Push - You use some of your ki to blast push the enemy back.
Throw - You throw the enemy away from you, enemy has to be losing the struggle or have low fatigue for you to do this one.
Special - A character specific finisher, the enemy has to be fatigued for you to use it.
When you are tapping the button faster then the opponent in the power struggle or the opponent is fatigued, make the opponent get on his knee's to show he's fatigued.
Weatherby, I'm just putting ideas out there, tell me which ones you like, and help me make these better. :D
BEAM/BLAST "RIDING"
I think for some special attacks, the character that gets hit by it will "ride" it until he rolls the analog enough. The person hit by the blast/beam continues to take damage until he throws the beam/blast off or away from himself.
If you and the enemy are on the ground (or the enemy is slightly in the air, like jumping height), a trail of dirt should be left by the person hit by the blasts feet, like in this picture.
(This is what someone "riding" a blast would look like if they where on the ground.)
If you hit a wall while being pushed by the beam/blast, the wall should get cracks in it and you should be slowly pushed into the wall more and more.
If you roll the analog to slowly, the character will be pushed back very quickly. The quicker you roll the analog, the slower your character is pushed back by the beam, and the sooner you can throw it off of yourself.
If the energy attack is sent from someone who is in the air, to someone that is on the ground, it should do what I'm about to explain. First, the person is pushed into a crater, and is struggling to push it off himself. The crater get's bigger and bigger as he trys to push it off himself. If he doesn't push it off in time, a huge explosion happens where the crater is.
Now if the blast launcher is on the ground, or in the air, and the "launchee" is in the air, if the "launchee" doesn't roll the analog enough times by a certain distance (a long distance), he just falls off of it and the blast/beam continues to fly away.
Some ultimate attacks are "rideable" but work a little differently.
You continue to ride them until the attack is destined to stop. (basicly programmed to)
But you can be pushed into a crater or wall by them like a special attack would do to you.
Like the longer you are in to wall/crater the bigger the crater/hole in the wall gets.
If you are in the air when hit, you just stay on the blast until it's over, then you fall off and the energy either dissapates or flys away.
Example: You are pushed into a wall/crater, and the destined ammount of time the ultimate lasts is almost up, right before the attack is over; a huge explosion happens. After the explosion, the ultimate attack is over.
I've had these ideas for a long time, that's why this post is so long. xD
Congratulations if you read it all. :D
Last Modified May 10, 2010, 01:36:19 AM








