Forum Fighters: Rewritten (Discontinued)

thx I will add that in

Adding in an in-game currency sounds like a good idea… we’ll be able to reward the player with this when they accomplish achievements or win fights, and then it could be used to buy things from the shop… like powers & upgrades (as @Dol_Boonsomchin mentioned), or even rare characters or hidden story scenes, etc. (depending on our capabilities).

(The currency could be some type of collectable material like coins, gems, gold, or something made up)

What do you guys thing about Forum Fighters having its own in-game currency?

2 Likes

uh sure why not.

poll to see what people think

  • yes we should add in-game currency
  • no we shouldn’t

0 voters

Thank you for supporting this idea!

Hmmm it seems like majority of the team likes the idea…
So, what should we call it?

  • Refined pixels
  • Data dollars
  • Fresh cells
  • Power
  • 1s and 0s

0 voters

Note,
Choose options you don’t mind having
Don’t choose the options your not a fan of

i think in-game currency makes it overcomplicated. instead of earning coins through completing tasks and then using those coins to buy/unlock other things, why don’t we just unlock things after completing tasks and eliminate the middle-man?

if you disagree with me then that’s fine, it shouldn’t make too much of a difference, other than people possibly thinking it’s a pay-to-win game (for example, buying coins).

1 Like

I mean heres a list of things you could do to get the currency:

  1. completing 1 of the many side quests (probably could get you any ammount of “coins” each quest depending on difficulty).
  2. completing achevements (ez-pz = 10 “coins”, normal = 30 “coins”, hard = 50 “coins”, extremely hard = 80 “coins”)
  3. beating the bots (ez-pz = 10 “coins”, normal = 30 “coins”, hard = 50 “coins”, extremely hard = 80 “coins”)
  4. there could be an optinal “coin” shop where you can get coins. (I dont know how we would do this tho)
    (also sence you can get coins for free if you beat acheivements side-quests or beat bots you can get “coins” for free and you have a choice to pay for “coins” unlike some games that you NEED to pay real money to beat the game.)

Difficulty levels from easy to hard:

EZ-PZ

Normal

Hard

Mad

Codegram

(Coding is hard right?)

I also have a design when you select the difficulty. Maybe there should be an icon when the difficulty is selected. Like this:

For example, when the player hovers over Codegram, the icon next to it will be the last one in the image.

(Tried going for a manga style)

new coin to difficulty chart
ez-pz = 10 “coins”
normal = 30 “coins”
hard = 50 “coins”
mad = 70 “coins”
codegram = 90 “coins”

also if we do a coin shop some how maybie it could be
$1 = 50 coins
$2 = 100 coins
$4 = 200 coins
$8 = 400 coins

Coding is hard isn’t a difficulty, it’s just a note

Edit: Ah, okay you changed it.

What is the status of the core game? If you keep adding things unrelated to the core gameplay you might never end this development.

Core game:
(1) Character select screen (vs mode)
(2) Stage select
(3) Funcional Match with core rules
(4) return to (1) Character select screen.

that is part of why i want to avoid currency. we don’t even have enough stuff in the game that people can buy stuff.

we have steps 1-3, but step 4 is troublesome because the more times you play and replay, the laggier it gets. so somewhere there could be an unnecessary amount of clones, or things are being stored poorly, etc.

2 Likes

I’m sorry, but I’m not at all for even having the option for people to spend money on the game.

No.

In game currency is to give a degree of control to what the player can unlock and that is all, and this is final…

Also, I don’t want the amount of coins you get to scale with the difficulty the player chooses
Why? To put it in one sentence, 80% of the game would be easier

1 Like

Is it possible to have the clones numbered, and whenever we create a new clone that is >[number] of [this] clones. Delete [lowest numbered clone]

Imagine an attack that generates 4 projectiles
We can just use the clone cap to delete the earlier 4 projectiles, thus only having 4 projectiles in any given time?

Or… We can just use a rougher method and at the end of every game, have one box that covers the entire map say : if any cloned entity in this list of assets touches this box, delete it?

(Off topic, I don’t want to let people choose a difficulty for each level, I would rather we have around 4-5 difficulty levels across the game, in which only 3 are visible normally)

if(fightingGame.difficulty===easy){
playerFunLevel-=1;
}
We wouldn’t want that now would we
if(fightingGame.mechanics===refined&&finished){
playerFunLevel+=2;
}
We wouldn’t want that now would we
Ps, 2 goals for the next 1.5.x update, toggle debug distance box, and instakill shortcuts.
The file :tm:

Does this happen on version 1.19.4 ?

hol up that’s a thing?

the problem is, the lag isn’t necessarily from too many projectiles, it’s from playing and replaying the game.

I’ll try playing the game on 1.19.4 tomorrow or something.

also please none of that micro-transaction crap, this is not a pay-to-win game.

1 Like

I was rummaging through the story doc, and i found that it’s mostly cutscenes. GOOD cutscenes but without much gameplay. We should add more mechanics for player interaction

3 Likes