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Training Mode Design for ComboVid Makers

November 2nd, 2010 19 comments

I know it’s a lot to ask, but i really think game developers should keep combo video makers in mind when designing Training Mode options. Fighting games receive tons of exposure through combo videos. From a marketing perspective, it pays to make our lives a little easier. Here are a few Training Mode suggestions that i would like to see in future fighting games.

    Stage Select
This is a no-brainer, but some games (such as SSF4) still don’t have it. Unless you want pages upon pages of Training Mode screenshots in u2b search results, let us choose a different background. Otherwise you’re forcing us to represent your game by its blandest stage.

    Dummy Status Options
In addition to standardized dummy actions (stand/crouch/jump/record/playback/human/CPU), we also need basic status settings such as counterhit, dizzy control, and defensive options. Then if it’s possible to set the dummy to perform a specific move at every reversal opportunity, many players would find that helpful. For example, sometimes we want the opponent to perform a Dragon Punch or throw as they come out of hit stun or block stun.

    Dummy Record / Playback
Obviously the capability to record and play back a sequence of commands with the dummy character is extremely convenient. Most games allow ten seconds of recording time, and that’s fine. Changing characters in SF4 doesn’t erase the recording, which is actually very useful for testing a combo against multiple opponents. You simply record the combo with the dummy, and swap characters until you find the ideal punching bag.

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