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Topic : Ideas on how to improve destruction.

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  • Lemur image

    Lemur


    Lemur

    Lemur

    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.)
    Splash1.png

    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.)

    WaterWaves1.png

    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.)
    Bubbles2.png


    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.)
    RockBreaking.png
    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.)
    RockDestruction.png

    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.
    DestructoCut.png
    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.
    DestructoCut2.png
    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.)
    RockCracking1.png

    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.)
    Crater.png

    (Here is what dust should look like flying up after someone being slammed into the ground.)
    Dust.png

    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.)

    BlastExplosion1.png
    (What normal explosions should look like, this is just the beginning of the explosion, the explosion continues to get bigger.)
    Explosion1.png

    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.
    Fallsintocrater.png

    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.

    Drop.png

    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.

    EnergyClash.png
    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.)
    PushedbyBeam.png

    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.


    A message for the people in charge of making the game:
    Please listen to the intelligent ideas posted by people such as kbrooksgohan and weatherby, they can really help come up with ideas that would make the next game a lot better. If my idea's and their idea's are implemented correctly in the next Raging Blast, I'm pretty sure it will be the best DBZ game created.

    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 24 days ago

  • SayinBlood image

    SayinBlood


    SayinBlood

    SayinBlood

    You done a good job this makes me very exicted abot your ideas just to miagine throws type of water effects in A video game for dragonball Z I will play with the water just too see throw slick water effects power up ver water it remind me of Dragonball gt final bout aura and powering up also I think the puuch into rock or moutain or the ground would be fun and above that Better looking explosions will make my day all man thatrs a game to dream of for Dbz but excited never less you have alot of good ideas not asking for to much just Dbz anime traits that should be implemented that will make the video games feel complete

    Posted Feb 06, 2010, 04:37:44 PM

  • Weatherby image

    Weatherby


    Weatherby

    Weatherby

    YES!

    These are some of the things I've been wanting too, you did a good job explaining them and providing pictures. Even though these features may not impact the gameplay a large deal, if they were added the game would be SO much better. You know, it would just be awesome to cause all this destruction in the course of a battle.

    Perhaps you have ideas for even greater destruction as well? What do you think about when ultimate attacks miss and hit the ground? Should there be a cutscene, a huge real time explosion? I think it would be cool if most ultimate attacks cause complete stage destruction(just everything that's destructable gets destroyed), but a FEW attacks will change the stage completely to basically a wasteland(such as maybe Vegeta's Galick Gun, which should be an ultimate attack, or Supernova). If they expanded on the effects like you described RB would be on a completely different level of enjoyment.

    Posted Feb 07, 2010, 02:56:40 PM

  • Lemur image

    Lemur


    Lemur

    Lemur

    Weatherby, making a huge real time explosion after a ultimate attack hits the ground would be pretty awesome. :D

    I've added some new ideas to the main post, so I can keep it all in one place to be easily read. Check the ideas out and tell me what you think. :D

    Last Modified Feb 07, 2010, 03:54:01 PM

  • kbrooksgohan image

    kbrooksgohan


    kbrooksgohan

    kbrooksgohan

    Lemur and weatherby nice ideas. Tell me what u think of my latest movelists.

    Posted Feb 07, 2010, 04:15:23 PM

  • Weatherby image

    Weatherby


    Weatherby

    Weatherby

    Very nice ideas that you added! I like how destructo disks and other attacks need to have different effects, depending on the attack and what it hits.

    Believe it or not I've thought about "riding" blasts like that too. How you described it sounds like it would work really well....I'm thinking, perhaps if they were to implement this feature that we could have 2 ways of blocking, one is just normal blocking like we have no in Raging Blast, and the other is "power blocking" which takes slightly longer for the character to get set in the position to do. Normal blocking of a blast would result in the "riding" of blasts/beams that you described, and the power blocking would block the blast like we've been accustomed to doing already(though there should be a large explosion that goes around us).

    That way we still can hit enemies normally and the blast explodes on impact when they don't block(or perhaps beam attacks always create the "riding" effect, idk), we can still have regular blocking of blasts if we have enough time to go into the "power blocking" stance, or we can have this awesome new features where if you've only got enough time for a quick block then you have to ride the blast and try to throw it off you.

    Also, I was thinking it would probably work a lot better if the destructable things in the environment weren't possible to simply dash through. You can still destroy them with blasts, by knocking people through them, or you can slowly be pushed through them with the new "riding" blasts feature, but no more simply flying through them to get to the opponent. Why? Well when in the show did anyone purposefully just fly through rocks? They're supposed to hurt. In the game it would help too because you would now have to fly around objects (they would kind of just repel you off of them if you fly into them in your course towards the opponent).

    Would be cool if maybe we could get some rubble too after destroying something. Like after sticking someone in the wall, we fire a super or ultimate at them and it destroys what they are stuck in, then they are down inside the rubble until they fly out or blow it off them.

    It would really be great if at least a few of the ideas in this thread would make it in Raging Blast 2. Then maybe we could get them all in Raging Blast 3?

    Posted Feb 07, 2010, 09:59:10 PM

  • Lemur image

    Lemur


    Lemur

    Lemur

    Hey really good ideas again, I agree on all of them. I'm glad you like my ideas too. :D

    Maybe they could have 3 ways to block, normal blocking, power blocking, and a energy block, the energy block would make an energy bubble form around you, but it drains your ki really, really fast?

    I agree on not being able to dash through rocks, and rubble being left behind; I mean having your character slammed into a rock, then flying out of a pile of rubble would awesome. :D

    If all they do in RB2 is just add a few new characters, that's really a waste of potential. So much more could be done with RB2 than adding a few more characters.
    I hope they try their absolute best on making Raging Blast 2 a true DBZ simulator.

    Oh and Weatherby, what did you think of my ideas regarding the sky turning black, the water splashing violently, lighting, earthquakes and stuff after shooting an ultimate into the ground/water? (Basicly you destroyed the planet's core, like what Frieza did to Namek.)

    Last Modified 29 days ago

  • Weatherby image

    Weatherby


    Weatherby

    Weatherby

    Yeah I REALLY liked the idea of firing a blast into the water and seeing the water drain into the hole. It might take a lot of programming to do this, or perhaps we just have like a 10 second cutscene showing the blast go in and the immediate effects and then a few things continue to get worse(like lighting, lava spouting from the hole, and water splashing if it didn't get drained).

    The energy block sounds pretty cool too, I can remember that happening a few times. Goku did it in the Tree of Might movie for instance. But yeah it could be a way of taking NO damage, if you're willing to lose most of your ki....probably the best time to use it is against those super attacks that fire multiple blasts at you, or against an attack that follows you(like Goku's kamehameha that he used on Radditz, which I think should be in the next game!).

    So now we would have 1) the quick block, where you just stick out your hands to stop it, 2) the power block where you take a half second to get into your stance and you cross your forearms over your face, and the energy block where you can quickly create an energy barrier to prevent damage(probably shouldn't work against ultimates though, they should probably shatter through it) while your ki rapidly drains...so it could probably only be held for a second or 2 before your energy is gone, assuming you have a high amount in the first place.

    I reread some of your ideas and I'd really like the power struggle feature. In fact, I think they should switch that with the random punching that happens when we dash into each other(seems like the best way to make it happen, people grabbing at the same time is pretty rare). I wouldn't even really miss all those random quick random punches, this new feature would be something fresh. Maybe while we're doing it we can press a button and try a head butt or knee to the chin or stomach, and if our opponent anticipates it he could counter it either by blocking, dodging or responding with an attack of his own(like when goku and vegeta got into a power struggle RIGHT after goku used kaioken x3 on him the first time in the anime).

    Posted 29 days ago

  • Lemur image

    Lemur


    Lemur

    Lemur

    More good ideas, I'm going to add those to the main post.

    One thing I'm wondering is, do you think these suggestions are really being heard by the people that will make the next Raging Blast? I hope so, because all these ideas would be great in the next one.

    Oh, I added alot more to the power struggle concept, I think now it'd be a GREAT addition.

    Hey how does this ideas sound? If you are on the ground or near the ground and dash collide, you enter a "Ground" power struggle. But if you are in the air and dash collide, it's the same power struggle, but only your not on the ground? Basicly if you dash collide in the air, you don't just somehow end up on the ground. Just to keep if more immersive.

    Last Modified 29 days ago

  • Weatherby image

    Weatherby


    Weatherby

    Weatherby

    Well, either here or the namco bandai forums is the only places I know of that we could get suggestions through. Since this place gave us the survey to fill out about raging blast(did you fill it out btw?) and they ask us how we like the dlc I figure they at least look a little bit at what we post. But it sure wouldn't hurt to post this same thread over and Namco Bandai forums or perhaps somehow get it to Spike, the company who makes the game. I'm pretty sure they saw our ideas that we used to post at Atari forums, some ideas people mentioned were added(coincidence or not), but of course they aren't going to add everything. I just try to get my opinion across of what we would like and try to give them ideas so they can maybe use what they like at least.

    Anyway yes that's how I would like the struggles to work, ground if you are near it but if you're in the air there's just a shockwave when you clash...also would be cool if other things happened during the struggle such as your aura's flamming wildly and getting a lot bigger than usual, maybe a little screen shaking, and the sky darkening with possible lightning. Those effects should probably only happen when you're both in High Tension mode though. The Super Trunks vs Perfect Cell struggle comes to mind, and Goku vs Frieza, and even Goku vs Piccolo in Dragonball Tournament.

    I like what the system you have there for the power struggles. I was going to suggest adding what Vegeta did to Goku: they were holding each other's hands and Vegeta jumped, slipped his legs over Goku's arms and pushed them down, causing their grip to break, then he tried to grasp his hands together and do an overhead hit to Goku, but Goku did a heatbutt right before he could hit him. That's how I imagine one version of winning the struggle(Vegeta slipping it with his legs), finishing it(Vegeta slamming down on him with his hands together), and the counter where Goku headbutted him before he got hit. You could add it, or they could just give that specifically for the "special" that Vegeta has and give other characters other one's. Another one I can remember is that Piccolo tried to use his eye lasers on Goku when they were in a struggle, Goku ducked, then kicked him away with both his feet...so those are some examples, you could add them or they could just be considered as specials. Characters with tails could also use them in power struggles, lots of options. But yes I like the options you provided and the way it will work. I can imagine it ending with a knee to the chest(with a gutpunch-like effect), a knee to the chin knocking them back, a throw where perhaps they twist the opponents hands to make them lose balance then toss them away somehow, and I can imagine the knees getting blocked with their legs.

    Okay I'm not sure what exactly should cause it, but I think sometimes if you are riding a beam and you run into something destructable that it should simply blow up. Maybe it should depend on if you are close to rolling out of it or not when you run into the object. If you are close to rolling out you'll only start to be pressed into the building, rock, whatever, but if you aren't close then there'll just be an explosion destroying the thing you ran into and hurting you. Also If an ultimate attack is pushing you back(don't even know if they will, usually they have a cutscene instead...maybe some should and some shouldn't), it should be a lot tougher to to roll off of it than a super attack. AND maybe some attacks should push you back even if you don't block. Like say a few ball attacks could be programmed to hit you(saying you don't block it), then push you back and arc down to the ground, where it will blow up. That's getting into specific attacks though, kind of kbrooks department.

    Some other ideas I'm just throwing around:

    Would be cool if when we do certain things, we can destroy objects without necessarily touching them. For example, I would really like splash damage to be added, which means that when a blast or beam hits something, it has an explosion as we've talked about, and the explosion itself can damage objects and you as well. Like say you are on the ground, goku fire's a kamehameha at you, you slightly move to the side. Well since the blast hits the ground like 10 feet from you you're way too close to the explosion and you still take a little damage from it(nothing like you'd take if you got hit though), but also any parts of the environent like a rock pillar that is in the blast will get destroyed and crumble as well(though sometimes I think destructable things in the environment should simply get vaporized, depends on what hits them and how I guess). This would add another element to gameplay and perhaps some blasts could have very powerful splash damage(such as Vegeta's Big Bang Attack, or DEFINATELY some of Nappa's attacks). Normal ground damage will of course happen as well as you've already mentioned.

    Another way we could destroy things could be when we have fulled charged a blast. Remember Goku and Vegeta's kaioken x3/4 kamehameha vs galick gun beam struggle? Everything in the areas was coming apart right before they fired the blasts. So if you charge a chargable attack all the way, I think it would be really cool to see things that are close to you crumble, and your aura should flare too. And if a beam struggle occurs, I think anything that is close to either of the opponents or close to the beams should be destroyed as well. Certain attacks such as kaioken, or full power(attacks that instantly put you in High Tension mode) could destroy things near you as well. Heck, even just reaching full power mode should cause a quick burst of your aura and destroying anything if it is close to you.

    One more idea I have for destroying things in the environment. I just watched a clip of Goku using kaioken on Vegeta. Right before he flew at him, he caused the rock pillar Vegeta was standing on to break apart on purpose. That seems like it would be a cool tactic. Already in Raging Blast if we are standing on something that can be destroyed, and it accidently does, you will fall as it falls. It would be cool if we could perhaps aim our small ki blasts just a little bit(like pressing down while you shoot them will cause them to go below your opponent just a little) with the purpose of destroying something. I'm kinda iffy on this idea though...but I'd still like to be able to aim those little blasts just a little, it would help you to hit your opponent and try to guess which way he'll move.

    Posted 29 days ago

  • Lemur image

    Lemur


    Lemur

    Lemur

    Yeah, I did the survey. I know they most likely couldn't add all of our ideas, but I'd really like if they could use most of them though.

    But I really want them to add all our ideas in RB2 though. :P

    Last Modified 25 days ago

  • kbrooksgohan image

    kbrooksgohan


    kbrooksgohan

    kbrooksgohan

    I totally agree with all ur ideas. Very well done.

    They should alot of this stuff next game...way before rb3...seriously.

    For my suggestion I would like to see more options for clashes. I think u mentioned  this but it would be nice if we could clash physical moves and energy moves...

    Like a nova strike(frieza's move) and a kamehameha.

    Also I would like to see more of a variety of melee clashes. Like teleport(it's in rb but it's only for teams and imo it's not that exciting. There's a naruto game that captures the feel better than rb.

    Also I would like to see real time battle damage for costumes. Even alts...I don't like how some characters have alts that are just damaged versions...it should happen real time throughout the battle. It's kinda of dumb  that after one hit they lose their clothes...

    In addition to that they should add an item that allows us to start at any level of battle damage we choose.

    Posted 25 days ago

  • Lemur image

    Lemur


    Lemur

    Lemur

    Well, thanks for the comments people. :D

    Posted 24 days ago

  • Hylian_Saiyan image

    Hylian_Saiyan


    Hylian_Saiyan

    Hylian_Saiyan

    Very nice. It looks like your improving on more than just destruction though. I reckon some obstacles should have some more minigames added to them, such as fighters being pushed through a building, and perhaps clashing until they reach the other side or the ground. Depending on how they were hit of course. One thing I didn't like about RB was the fact that you had rotate L to recover. I liked it better when it was circle, and you could dash back towards your opponent at the same time, it made the battles more fast-paced.

    Posted 24 days ago

  • DarkPrince_92 image

    DarkPrince_92


    DarkPrince_92

    DarkPrince_92

    Lemur, that's good stuff. I think that would be awesome. I think it should be more like Red Faction Guerrila, every little bit and piece should break.

    Posted 23 days ago

    PSN: DarkPrince_92
    The Saiyan Prince will not fall again!!!
    JOIN TEAM RAGING BLAST WARRIORS NOW!!!

  • SayinBlood image

    SayinBlood


    SayinBlood

    SayinBlood

    Heres a Video Showing off A new type of destruction engine that will be used in Next Generation gaming.

    Read and learn about this as we should try our best to get Bandai to notice the true potential of this Technology for The Next Generation DBZ Game!

    A fortress made of DMM being hit with DMM boulders

    pixeluxentertainment

    Some more info about Digital Molecular Matter Technology

    With this new technology, the rock will have actual volume and an inside. The software can also take traditional 3D models from other programs and automatically convert it to be volumetric. But then, they took it one step further and added in their own physics engine that also works with other ones like Havok and NovodeX. Because objects have volume they can be given other properties like toughness and use those properties to calculate how things break correctly, flexible objects like trees and rope, and better collision detection systems for FPS and other games.

    The surface mesh of the object is automatically calculated and added so that there is no limits to LOD like before. If you break an object in two there are surfaces automatically on the insides as opposed to having to redraw surfaces and apply them. Think of a peanut if you break it open you can see the nut on the inside. With standard 3d gaming it’s an empty shell with no nut. Anyways, the biggie deal is that they can use this technology to create a large variety of differing 3d visuals without having to hand draw them all.

    The 360 uses a similar functioning technique called Procedural Synthesis but it operates completely differently.

    --------------------------------------------------------------------------------
    NextGen Digital-Molecular-Matter-Technology

    This post has been edited by Teikcamp on May 16 2006, 12:27 AM



    --------------------

    QUOTE (legendaryprincevegeta @ May 16 2006, 11:10 AM)
    Nothing on DBZ the show ever collapsed like that but it does look good.

    • The biggie deal is that they can use this technology to create a large variety of differing 3d visuals without having to hand draw them all.

    • The software can also take traditional 3D models from other programs and automatically convert it to be volumetric

    “The two listed above states that the DMM can be manipulated to fit the desire game rather its FPS or other Genres”
    This is what we all been waiting for we just don't know it yet, just like cell-shading changed DBZ graphic wise now we have a better Physic tool. Why I think this because it’s cheaper in terms of development time and also all what’s been stated in the list above should prove that this can be used for multiple areas of destruction and immersion and collision in a Dragonball Z environment.




    QUOTE (cowboyspike @ May 16 2006, 03:42 PM)
    Don't forget NaturalMotion's Euhporia.

    I don't think NaturalMotion's Euhporia is a good bet for a Dragonball z Fighting game unless its a action/adventure all the way threw, being able to give AI too every character in their own way of fighting and interacting within the gaming environment sounds like it can be used for that purpose on certain character of importance. I don't know if theirs other reason to use it besides Henchman!

    QUOTE (lightdash @ May 16 2006, 10:41 PM)
    yeah i kinda like that idea of having the area like that, because in the last one you could just hit the top of it and it make a whole buliding go down or something, there should be different ways the area falls apart, but i dont think that technology demo matchs dbzs, it have to me a little more dbzish

    I don't understand I felt like the destruction that’s going on in the Dbz game was lame and cheap and felt like it was something that was hollow in sound in mass. Now that its a new technology out its best to use it before someone else Zone of the Ender, but anyway when environments break apart in Dbz they usually crumble in slow motions depends on impact in also the friction and density is well known when it comes to the sound effects, DMM is being released in October 2007 for games shipping in September 2008

    I will list certain points of whats this technology can do for Dragonball Z.
    First my reason for this is to be able to enjoy my GAMING life with a DBZ GAME that I can do devastating combos and ki attacks while taking in the DBZ EVIRONMENT GTA Style while playing the anime in a true DBZ sound and energy one day our dream will come true for the hardcore fans and non-fan respectively..
    • Using DMM does not force artists to change their tools. The output of tools such as Maya and LightWave can be imported and converted to DMM objects.
    This is important states which translate in business terms means more time and less money being used up on major key roles in a development cycle for a DBZ game. INCREASE PROFIT+SHORT DEVELOPMENT CYCLE=NEXT GENERATION DBZ GAME.
    • DMM technology has been designed to take advantage of the latest advances in computing technology, including multiprocessing and physics acceleration hardware.
    Well this easy all whats being said this tool can be shaped and formed even on the Next Generation console.

    user posted image

    If you would like to know more just check out this web-site put the puzzles together.


    --------------------
    Corporate Goku:
    WoW! I never felt a power level like yours before!
    Hey whats that?
    DIE!!!!!!!!!
    and I will never again.




    Posted 16 days ago

  • Ss_Sasuke image

    Ss_Sasuke


    Ss_Sasuke

    Ss_Sasuke

    Nice Ideas. About the deflecting beam part also when you deflect a beam it shouldnt just show you deflecting the beam it should show the beam explode or hit the ground and create an explosion or something.

    Posted 16 days ago

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