Topic: Unique mechanics-How do you implement them?

So I have a fighting game project with some fairly unique and possibly unorthodox mechanics involved and I was wondering how they might be implemented in the fighting game I have devised

(as an aside I was also hoping someone would look over the general design ideas and see if I overlooked anything or may need to tweak something)

The mechanics involve a form of fighter stress meter that you have to avoid filling, special extended animations on killing finishers, and one or two other fairly interesting additions and tweaks to the formula.

To create a decent comparable image think SF 3rd Strike mixed with Mortal Kombat and a dash of Killer Instinct, with the style and attitude of Guilty Gear.

I don't want to be to open about the details on the mechanics ATM because I'm unsure if I've placed this in the proper part of the forum or not and I'd rather not type it all out 3 separate times.

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