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Trinary (Paul O'Rourke)

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Trinary is a team based 2D fighting game where players face off relay race style until one team is eliminated — so instead of getting beaten by your friends over and over, you can learn the game alongside them. Teams consist of three characters, with each character being controlled by a player. Six players will fight 1-on-1 in a predetermined order, with players seamlessly entering the battle once another team member's health bar is depleted. Players will have the ability to assist other characters during the match with strategic power ups. Trinary brings the much needed component of team-play, while preserving the 1 on 1 integrity of fighting games.

Vote for this to be one of the prototypes we make over on Humble.com

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Thanks for checking out my pitch! I'm a long time fighting game competitor in the Street Fighter franchise and am insanely passionate about spreading the good word of fighting games! 

Ask any and all questions/concerns/ideas with me here and I'll be glad to chat!

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Have you thought much about characters and movesets? Or is that something you wanna develop later?

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Can you go deeper into what sort of actions the teammates at the sidelines can perform? And also, once you're eliminated in the main fight, do you still stick around on the sidelines to help any remaining 'active' fighters?

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This is the first pitch I've seen staff actually asking questions....

I'll have no one to play this with... (my friends aren't game players)... but man...

I love THAT PIG!  I like the damn Super Pig.  Super Pid needs to be in every Double Fine game ever.  Update Headlander... put him there.  Update Stacking... put him there.

 

SUPER PIG!

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Thanks for the interest everyone.

I'm not at a computer at the moment but I'll go into more detail on this first thing tomorrow when I have a better device to type on.

Edited by Paul O'Rourke

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Fighting games tend to be some of the more difficult games to do well. For that reason I planned on keeping the combat very simple. The new-ish game Pocket Rumble is a great example of simple controls with semi-deep gameplay.

Here's a mockup of what controls might look like:

In terms of team abilities, these could really be anything. The only rule is that they shouldn't disrupt the main match Heals, buffs, debuffs, etc. Abilities that help keep the background players involved without interrupting the battle between the foreground players. Emotes could be great too. Just lots of fidgety tools for background players so they don't get bored, though game length would be fast enough to keep them entertained I imagine.

When a player dies in a round, they go to the background but are not in-active. If they were first up for example, they would still have their background ability to use once they get knocked out of the foreground.

Hope this answered your questions! Thanks for checking out the project.

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"Team based" fighting game got my brain cells all fired up.

I don't play them anymore, but love watching EVO & Capcom Cup (Super Street Fighter).

"Getting waiting players involved, without interrupting..." will be a tough nut to crack. 

But that's what makes this pitch so interesting.

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Thanks for the interest! I've been competing at EVO every year since 2009. I actually did well for once this year (finally) getting in the top 500 out of 5000 players in Street Fighter V. Definitely my favorite event of the year <3

I'm hopeful that a few non-disruptive abilities will keep them focused but ideally the time between waiting to play wouldn't be very long. I pictured this being a best of 5 rounds style game where defeating all team members would be considered 1 Round Won. This is a lot of the data I'd need to figure out from a prototype. The hope would be that you're never waiting too long to play, but your actual playtime feels lengthy enough. The part of fighting games that's so fun is the adaptation to another player in real time. I wouldn't want to lose that due to short gameplay length per user.

I love brainstorming about this concept so if anyone has any cool ideas they want to discuss, I'm all ears!

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Hi, Paul! Is the game purely multiplayer or could you have some teammates/opponents played by the computer if you don't have a full roster? Is the order of teammates randomized or do you pick your roster?

Also, I asked this in the general 2017 AF thread, but I love your music thread that you do for the end of the AF daily videos. I haven't ever been able to find this in any of the soundtracks. Does it exist as a separate file anywhere? Are you allowed to post it or might it end up in the 2017 soundtrack? Not a huge deal, but I really love it (in addition to your other great work on lots of DF games and prototypes) and would love to put it on repeat when working sometime ;)

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Hey, thanks for checking out the project! I'm realizing it's probably not going to be easy for people to find five friends to play with. For this reason, I'm considering having the prototype support 2v2 teams or possibly just having 1 player be able to control the entire team. Overall, a lot of the games mechanics aren't going to function as well without multiple users being involved but I think supporting a prototype where someone only needs to find one friend to play with is reasonable.

I pictured the character select/team building process to be similar to a MOBA. Player 1 from Team A would pick their character, then Team B would have their first and second players choosing two characters, followed by two players from Team A picking their last two characters for the team, and finishing with Team B picking the final character. In a larger roster version of this game, the point of this would be to build a team comp while trying to counter pick your opponents choices.

In regards to the AF music at the end of our AF vids, that was a music cue I composed for the Constellations activity in Kinect Party! I couldn't find it anywhere online either. I'll talk to some people about possibly hosting it  somewhere for listening purposes ;)

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Very cool! Yea I thought for the prototype especially it might be fun to test it out single player or with one other friend. I think your roster idea is the best way, that's what I was hoping for. 

2 hours ago, Paul O'Rourke said:

In regards to the AF music at the end of our AF vids, that was a music cue I composed for the Constellations activity in Kinect Party! I couldn't find it anywhere online either. I'll talk to some people about possibly hosting it  somewhere for listening purposes ;)

You're the best! No worries if you can't find it, just thanks for the music because it really adds to the atmosphere of the docs. I've been work jamming to AF 2012 and your Hack N' Slash soundtrack. 

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