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Post by Phil Parent on Jul 6, 2020 4:30:54 GMT
We could create a No Sell for The Undertaker to reflect what he did when people punched him early in his run.
If Taker "lands" this weak grapple, he receives a punch that he no-sells, handing Spirit damage to his opponent and taking none. You can have a medium grapple version where he no-sells the punch and throws his throat thrust, handing the opponent spiritual and physical damage, and downing him.
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Post by OrochiGeese on Jul 6, 2020 6:51:19 GMT
Hey folks. Hope I'm not being presumptuous. Just got back into this game because of move craft, and rediscovered this place while I was at it. Great seeing so much buzz around this game. Welcome to the board and what a way to come out swinging with an excellent first post!! ππ I'm chiming in on this thread in particular because I've done that "get punched" jobber thing, and it totally works, like an absolute charm. (I promise I didn't steal it from anyone). For the first time ever I saw a 3 minute roflstomping of a jobber in Fire Pro game. I did a small Steam collection here if you want a look. These look awesome! It's great that you already thought to do these!! Thanks for linking them! Plus jobber tag team moves - try a double suplex, fail, both get clotheslined. That sort of thing. You could give one guy in a jobber team the real move and one guy the fail version, so sometimes it would work and sometimes it wouldn't. The jobber tag moves are so great and we can finally have the kind of squash matches where one main event guy can reliably beat a jobber or lower card tag team!! Also like the idea about one member getting the competent move and the other getting the jobber move. That is very clever! Oh... animations of the attacker trying to lift or slam the defender that results in the attacker hurting their back, taking actual physical and spiritual damage. Moves with almost 0 damage with no sell from the defender... like punching a guy and he just walks through it. My god. Love those ideas!! π‘ Especially the defender that hurts their back trying to lift someone and takes damage as a result. The no-sell moves are a great idea too and they can result in spirit damage to the attacker. I love you guys and your discussion here. This is Fire Pro. Great thinking, progressing the game. This is game development, pure and simple. Favorite post of the month π 100000% agree - what we're seeing, what we're now living even more is true Fire Pro. The choices, the customization, the creativity, the exeCution (needed another word with "c" emphasis), it's all coming together now. This game is ours and in such a short time with move craft, we're already producing and thinking up so much. It's going to be amazing what Fire Pro looks like by this time next year.
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Post by IamAres on Jul 6, 2020 6:55:32 GMT
I've often thought the Entertainment slot could be expanded from "basically comedy" to "mind games" (which the comedy spots would still fall under) - and the Undertaker is the foremost guy in my mind. Just stuff like "get punched - death stare - opponent backs off" would be a great example of something that could do spirit damage and fall under mind games/intimidation/entertainment without being comedy. Basically it could cover anything that's "mental damage."
Would make sense for a guy like Hogan, too - get punched like three times, getting angry after the third and doing spirit damage. Or you could just do the old "block and punch back" on the third one, but that would be regular old punching damage. Lotta possibilities, though.
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Post by OrochiGeese on Jul 6, 2020 8:11:29 GMT
I've often thought the Entertainment slot could be expanded from "basically comedy" to "mind games" (which the comedy spots would still fall under) - and the Undertaker is the foremost guy in my mind. Just stuff like "get punched - death stare - opponent backs off" would be a great example of something that could do spirit damage and fall under mind games/intimidation/entertainment without being comedy. Basically it could cover anything that's "mental damage." I totally agree with the concept of Entertainment moves being expanded from just comedy. I also think that some of Undertaker's "scare" moves could do breath damage as literally taking the opponent's breath away from being petrified.
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Post by starcrossd on Jul 18, 2020 20:40:18 GMT
Had an idea today kind of pertinent to the idea of using move craft to rig the RNG. I get sick of "jobbers" constantly fighting off stars who try to back grapple them - it makes the supposed star look a bit foolish when they keep getting elbowed by a half dead wimp when they try to go in for their finisher. So I made a Back Counter move that just loops straight back to a new back grapple. It's a bit like a back switch, except instantaneous and nobody moves. The net result is that jobbers will never execute back counter moves, the grapple will just keep starting over until the other guy wins one. This is the fun bit of move craft for me - trying to come up with completely unintended things to do with it... Sadly I don't think there's any way to do the same for front grapples. It would work for the MMA mounts, though - by making a "counter" move that just restarts the grapple, and making the actual counters into moves for the attacker, you could use the attacker's logic to control how likely their mounts were to be reversed, bypassing the grapple RNG. That might make it safer to incorporate the MMA positions into pro wrestler logic.
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wepner
Steel Johnson
Posts: 144
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Post by wepner on Jul 18, 2020 21:21:35 GMT
You are my hero.
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Post by fignuts on Jul 25, 2020 2:58:28 GMT
The way I brainstorm edits has been complimented greatly by movecraft. A lot of times I will get inspiration from one move, and base a whole move set off it. For instance, Hiromuβs D maneuver, which is a head scissors whip into a triangle choke, inspired me to make a high flying luchadore that also uses Brazilian jiu jitsu. The gorilla press Go2sleep move from the mods inspired a giant must Thai fighter that combines power moves with sharp elbows and kicks.
Before, the move that kicked things off would just inspire the other moves the edit utilized. But now with movecraft I can create individual moves that are a much more focused representation of the style Iβm envisioning. For the jiu jitsu luchadore I can create a deja vu headscissors into a guillotine choke, for example.
Iβve also been thinking about finishing sequences and how it is theoretically possible to create a finishing sequence involving two editsβ signature maneuvers. It would be a lot of work for one match, so youβd probably only want to do it for big title matches, and since you know the ending it would be more for the other people watching the match than yourself. But imagine how much people would be caught off guard by it, especially if theyβre familiar with your edits and their finishers.
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Post by OrochiGeese on Jul 25, 2020 3:14:21 GMT
Before, the move that kicked things off would just inspire the other moves the edit utilized. But now with movecraft I can create individual moves that are a much more focused representation of the style Iβm envisioning. For the jiu jitsu luchadore I can create a deja vu headscissors into a guillotine choke, for example. Love that deja vu headscissors into a guillotine choke idea!! π‘ I like how you are combining styles like that. I need to add some more variety. Cause I've basically been doing judo upon judo (it's judo turtles π’ all the way down) I've been working on about 10 moves over the past few days. I'll release a few later night once I have time to GIF everything properly. But in the meantime, here's one of my Judo 2 moves π Oosotogari into Sweeping Hip Throw: I have a bunch of variants of that coming from Ripcord too, because of course I do π€£ Iβve also been thinking about finishing sequences and how it is theoretically possible to create a finishing sequence involving two editsβ signature maneuvers. It would be a lot of work for one match, so youβd probably only want to do it for big title matches, and since you know the ending it would be more for the other people watching the match than yourself. But imagine how much people would be caught off guard by it, especially if theyβre familiar with your edits and their finishers. This is another awesome idea!! π So you mean like putting together one move where a defender tries their finisher, is blocked/reversed, and then the attacker tries their finisher? Kind of like an Austin/Rock sequence? But there would be one of those moves for each wrestler. Would be awesome to see the game choose an Okite Yaburi of that move too!! π
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celt
Bobby Bobby
Posts: 4
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Post by celt on Aug 10, 2020 9:07:04 GMT
Move craft has really pulled me back into this game in a huge way. Adding on that I finally took the plunge on the Extended Movelist mod, it's really changed the way I think about my edits.
I have one edit I've been working on the last week or so, that I made to make use of some of the more over the top moves I've snagged from the workshop.
Rather than just chuck on a bunch of these moves at low percentages, I've used conditions to create a rage mechanic for him. Once he takes a finisher, it unlocks his potential to use a certain move and taunt. Which when used unlocks basically a second move set of bigger more elaborate moves.
Following that train of thought the amount of Dragon screw variations up on workshop now, got me thinking about gating limb damage strategies behind actual limb damage. In a similar way to how these things tend to happen actual matches, have one big move that targets the opponents leg. This in turn unlocks the ability to use additional leg attacks, hidden behind conditions in other move slots. As the damage increases, so does the frequency and variety of leg attacks.
Now this was all possible before with the movelist mod, but with the addition of move craft, the potential for depth genuinely gives me a head ache to think about. π
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Post by OrochiGeese on Aug 11, 2020 6:34:12 GMT
Welcome to the C!C ππ
That is an awesome post with some really innovative thinking!
The Rage mechanic is seriously genius π‘
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celt
Bobby Bobby
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Post by celt on Aug 11, 2020 9:24:51 GMT
Cheers dude! I used to float around the old forum occasionally, I'm shockingly bad at staying active in the community. π
And thank you dude for all the great Judo throws. It finally got me to work on the Judoka idea if been toying around with.
Basically wanted to make him stick closer to actual judo rules, where ground work basically functions as an extension of a throw. So if a throw flows to a grounded state, you have the opportunity to finish your opponent with a submission.
So to simulate that, I gave each of his throws the chance to enter guard position, the bigger the throw the higher the chance. And when he gets into guard, has to make 2 transitions to back mount to get the submission.
He needs some tweaking at this point, but it would be great when we can snag some throws that lead to guard baked into the animation and really open up more options.
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Post by Senator Phillips on Aug 11, 2020 15:33:06 GMT
An idea I've come up with recently was to start creating repeating strike flurries that work as submission holds, thus, allowing them to create standing TKO finishes late in a fight, which should work great for MMA and boxing matches alike. The best part about this is that Fire Pro can do a proper standing TKO, but EA UFC 4 doesn't have that as an option...what a disappointment that game turned out to be.
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Post by OrochiGeese on Aug 12, 2020 4:20:23 GMT
An idea I've come up with recently was to start creating repeating strike flurries that work as submission holds, thus, allowing them to create standing TKO finishes late in a fight, which should work great for MMA and boxing matches alike. The best part about this is that Fire Pro can do a proper standing TKO, but EA UFC 4 doesn't have that as an option...what a disappointment that game turned out to be. Wow, that's an awesome way to simulate standing TKO's!!!! Love that idea! π‘ And more striking submissions is a good thing. I think they can look really brutal. I still have a few of those from the first month with Move Craft where all I did was create stuff and not actually finish them LOL. Of course, that's still mostly what I do but I have a slightly better upload rate now! π Cheers dude! I used to float around the old forum occasionally, I'm shockingly bad at staying active in the community. π
Oh cool!! Welcome back!! π Did you go by the same username? And thank you dude for all the great Judo throws. It finally got me to work on the Judoka idea if been toying around with. Thank you for the compliment, it is much appreciated! π I'm very glad that you are into them. I keep wanting to go further into that rabbit hole because like at least 15 of my edits could use them. Heck, like 5-10 could reliably use Oosotogari variations in different parts of their moveset!! I've always had a lot of edits from martial arts backgrounds and I've been on a big judo kick recently so I'm having a lot of fun making these throws. Basically wanted to make him stick closer to actual judo rules, where ground work basically functions as an extension of a throw. So if a throw flows to a grounded state, you have the opportunity to finish your opponent with a submission. So to simulate that, I gave each of his throws the chance to enter guard position, the bigger the throw the higher the chance. And when he gets into guard, has to make 2 transitions to back mount to get the submission. He needs some tweaking at this point, but it would be great when we can snag some throws that lead to guard baked into the animation and really open up more options.[/quote] That is a great idea! π‘ And I really like your overall approach of simulating judo rules with throws into mounts/submissions. I'm not sure if you've seen my recent move from last week: Original Oosotogari Buster M. It transitions into a top mount and is somewhat similar in concept to what you talked about below. I'm going to try to make more of these - with top mount but also with other positions. Like that Rear Neck Throw judo move from back grapple could definitely logically lead to a back mount position within the move itself.
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celt
Bobby Bobby
Posts: 4
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Post by celt on Aug 13, 2020 6:47:37 GMT
Apologies, I've never been a big forum poster, so haven't used the quote tool before. π
But yeah, I used to post under this user name a little, mainly hung around the creation showcases tbh.
Some how I missed a big chunk of your uploads! Just gone through them and picked up a bunch, I love the push pull animations you've added to a bunch of the throws! Gives them a lot of life.
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Post by OrochiGeese on Aug 13, 2020 7:18:36 GMT
Apologies, I've never been a big forum poster, so haven't used the quote tool before. π
Haha, that's understandable. I go a little overboard on my quoting anyway as people know π A "Geese post" (as it became known in the community) is a beautiful animal of many shapes and sizes, many KB, and many quotes. They are as unique as a snowflake but as long as an arctic winter. But yeah, I used to post under this user name a little, mainly hung around the creation showcases tbh. I'm sure we've interacted before then! I hope you stick around and post more here. You are very creative and have a clear passion for the game π₯ Some how I missed a big chunk of your uploads! Just gone through them and picked up a bunch, I love the push pull animations you've added to a bunch of the throws! Gives them a lot of life. Thanks! I had a lot of fun with some of those fake-out moves into the Oosotogari and Shoulder throw. I have some more moves coming in the next few weeks too along that theme.
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