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Lettre pour Budokai 4
#61
bon. mes couilles avec wanadoo ont perduré, et je n'ai enfin internet que depuis peu !

ce week-end j'aurais pas le temps de gérer "l'avancement" de ce projet, mais lundi je me mettrais dessus à fond, et tant pi, je ferai la traduc moi même (au pire les experts en anglais amélioreront ça plus tard).

heureusement une partie du travail a déjà été faite pas supasaiyajin008 et setankin, seulement j'aurais bien aimé que genki veuilles bien remettre en ligne son bébé afin que je puisse faire la traduc en fonction des petites modifs qu'il avait fait dessus wink

donc si tu veux bien genki, dès lundi ce serait cool si tu pouvais remettre ton site en ligne wink

et j'essaierai de tout faire lundi histoire que ce soit vraiment très avancé et qu'on puisse enfin proposé quelquechose de convenable.
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#62
lostangel2 a écrit :bon. mes couilles avec wanadoo ont perduré, et je n'ai enfin internet que depuis peu !

ce week-end j'aurais pas le temps de gérer "l'avancement" de ce projet, mais lundi je me mettrais dessus à fond, et tant pi, je ferai la traduc moi même (au pire les experts en anglais amélioreront ça plus tard).

heureusement une partie du travail a déjà été faite pas supasaiyajin008 et setankin, seulement j'aurais bien aimé que genki veuilles bien remettre en ligne son bébé afin que je puisse faire la traduc en fonction des petites modifs qu'il avait fait dessus wink

donc si tu veux bien genki, dès lundi ce serait cool si tu pouvais remettre ton site en ligne wink

et j'essaierai de tout faire lundi histoire que ce soit vraiment très avancé et qu'on puisse enfin proposé quelquechose de convenable.

très bonne nouvelle que tu reprennes le projet qui a été legerement été laisser a l'abandon Icon_wink

sinon pour le site y a un compte free pour le mettre ? si je me souviens bien..le site etait sur le compte free de spectaa..qui a sauté depuis Icon_confused
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#63
Je ferais le max pour remettre le site ce week lost wink
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#64
Qu'on me dise ce qu'il manque et je le ferais tant pis, s'il n'y a personne d'autre, j'ai un peu de temps en ce moment je veux bien m'en occuper, mais qu'on me dise quoi faire et ce sera fait rapidement wink

En revanche je reste très péssimiste pour la sortie de Budokai 4, ils ont encore dit que le 3 etait comme leur "aboutissement" on aura surement droit a des Budokai : Sparking 2 et Sparking 3 enfin on verra bien.
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#65
Mes axamens sont terminer...mes notes données...mes prjet rendu...et je suis libre..je ne dois plus faire beaucoup de devoirs, bien que ça ne soit pas tout à fait fini, j'aurais plus de temps à moi et je me propose pour traduire...mais sachez bien que ce vendredi...je quite mon trou pourrit pour la belgique et les states alors stp po trop long koi Icon_lol


@+

ps: grouillez vous si vous voulez que je fasse kek chose.
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#66
j'ai retravaillé tout ce qu'il y a jusqu'au ****** rouges ^^ . en tous cas je remercie très vivement supasaiyajin008 et setankin pour le boulot qu'ils ont fait wink . donc voici notre boulot conjoint (qui reste majoritairement leur labeur ^^ ) pour l'instant :

Introduction
Who are us?


With this web site we represent a “small” community of French-speaking Dragon Ball’s fans.
We are all meeting and discussing on a small forum created by one of us. In the group of fans I represent there are all the most famous and respected fans of the French network, and of the international network for some of us. But for some reason I will not talk about them because some of them want remaining anonymous, and I also don’t want to forget one of them. But I can tell you that if you ask one Internet surfer, the name of the 20 biggest fans that he ever met on the web, all of them would be there.


Introduction
What is our aim?


Now that I’ve finished this little presentation, I am going to explain our request right away.
We, as Dragon Ball’s fans, have all been really interested by the new Dragon Ball Z Budokai 3, for some by the PAL version, but incontestably for a majority among us, by the Japanese version that went out some time ago.
Because of the huge success of that third opus of Budokai on all the continents, it looks obvious that after such a huge success, a Budokai 4 will be, or is being made. Even if it is not the case, I wish that you’ll read this message with the biggest interest because I think this would be the best representation of our desires for a Dragon Ball game, and all the propositions made here could be used later for other games.

You have to know we concerted on a lot of points, and for the ones that were too complicated, we made some surveys, but all of our reflexions were made to suggest some improvements in a eventual Budokai 4 and not to change it totally.

Now I will enumerate you a detailed list concerning the multiple points on which we are leaning over.


general changes
the sounds choice


In an undeniable way, the first requirement would be to reinstate the Japanese voices (and maybe the US voices allegedly obligatory) because a lot of people hate the Pal version just for this reason, but also because the explications given didn’t look really credible, and that still now, some games came out on our territory with the Japanese voices. An other point is that different magazines and specialized sites in video games had unanimously criticized this choice as soon as Budokai 2 release, and this through all Europe. An alternative solution could have been found. Moreover the Japanese doubling could be better realized because even in this version the people who made the voices looked as if they had no motivation, and furthermore the stamps of voice specific to certain transformations (as those of freezer) were not respected. It may be possible to recover these voices directly in the cartoon, in order to really find the voices such as they made us vibrate.
In the same way, the musics of the cartoon would be really perfect, much more in agreement with the spirit of the game and being able to well better retranscribe the atmosphere of the series.
Here are some audio samples extracted from budokai 3 we have modified in order to show you the difference :
Sample N°1, "Kakarotto" of Broly : Original version of the game/Modified version
Sample N°2, Gohan’s transformation : Original version of the game/Modified version
Sample N°3, Kaiôken of Gokû : Original version of the game/Modified version
Sample N°4, Gokû’s transformation : Original version of the game/Modified version
Sample N°5, Kienzan of Kulilin : Original version of the game/Modified version

However if the original voices and music are more than necessary, translations have to not be forsaken, because hitherto they appeared rather poor, with many errors and inconsistencies.


general changes
which universe to choose

general changes
the story mode



general changes
good points and new upgrading capabilities


general changes
spirit of dragon ball



gameplay
the ultimates


A significant improvement relates to the ultimate attacks. They should first of all be more numerous, and being again possible to do by manipulations like in the 2 first Budokai, and by pressing the concerned button (L2, or the four bouton at the same time) but at this moment the player can select the attack that he wants to realise by choosing between the differents ultimates of the character, according with the KI level that the character have
(example : Triangle = first ultimate ( 3 KI bars ) ; square = second ultimate ( 5 KI bars ) ;
circle = fusion 1 ; cross= fusion 2)
The fusions should eventually be activable far from the adversary, without doing any manipulation or other stuff, but still with some specific conditions.


gameplay
the possibility to counter the ultimates, and its realisation, with a new base


It would be very great to make the ultimates being stoppable, but above all to give the possibility of sending them back!
A new idea for that would be to create different lenghts for the bars. They could be defined in three different ways
- The person who’s making the ultimate, posses à bigger gauge
- Both players have the same gauge
- The defender would have a bigger gauge than the attacker

The longuest gauge thus confers an unquestionable advantage in the duel.
At equal power, the one who is attacking would have a small advantage, with a gauge just a bit bigger, if he is a bit weaker than his adversary, the two gauges would be the same, and if he is really weaker, he finds himself handicapped and the defender would got a bigger gauge, which remains coherent with the logic of the manga, a Super Saiyen “Sûpâ Sayajin” which can obviously easily counter an attack of an ordinary warrior.

A first idea for the attribution of the gauges, which would be better to follow the power level of the warrior, but for that, the level of them would have to be coherent. For example in a duel Furîza/ Son Gokû, by always taking Furîza doing a ultimate (even in his initial form because he used it to destroy the planet of the Saiyajin (planet Bejîta)) and by taking Son Gokû ssj1, Furizâ in his initial form against Gokû ssj1 would have a shorter gauge, but being in itshis final form, the two gauges would be the same, and in his final form at 100%, he would have the advantage with a bigger gauge.

But an other idea would simply to always give the advantage to the one who is doing the ultimate, but this method would be less faithfull.

Then, with regard to the realization of the counter themselves, it could take account of certain criteria. Indeed it appears logical that the one who wants to counter the ultimate has enough in KI level to realise it, and that it use KI too (3 KI bars would be the minimum needed, and will be used for the counter). It is evident that some characters would not be able to counter the other, Kame Sennin, or Kid Gokû can’t counter a Final Flash from Bejîta. A simple method to resolve that problem, would be to stop the possiblility of counter to people who doesn’t have a base of KI of 3 or more. But, this would also prevent the possibility of making some actions as a duel of Kame Hame Ha (in ultimate attack) between Kid Gokû and Kame Senin. But, some characters could be help by someone who would realise the counter at his place (Gohan for Bîderu, Majin Buu for Mister Satan).
The possibility of counter would intervene at the moment when the one who did the utimate made his choice, with a buton to press for the defender if he want to, and can, make his counter, and which will automatically use 3 of his KI bars at the end of the action (like that his aura could still be seen if he was in Hyper Mode), even if he did not carry out his counter. Indeed this wouldn’t happen if the one who made the ultimate win the duel in the first phase.

The action will be realise this way then. Le player 1 (p1) make the ultimate and make his choice between his propositions (according to its ki and to the techniques of ultimate attacks/fusion which is allotted to him), at this time the player 2 (p2) press a button (if he has the possibility and if he wishes it). Then start the duel of gauges with the attribution of gauges with possibly different sizes.
In case if p2 didn’t have the possibility of making his counter, or if he didn’t want to make it: if p1 has at the end of the duel, a large advantage (length is still to define), he terrace p2 and by sending its attack at the maximum (ultimate maybe more powerful, as for the big bang of Bejîta), if the jauges are almost at the same level (with a small variation, possible to define too), p2 receive the ultimae by protecting himself, and last if p2 win the duel (with always an advantage on the gauge of p1) he dodges the ultimate by flying far away (except for the case of the burning attack of Torankusu, when he catches up with his adversary and finish his ultimate like with metal furîza), or by walking for the haracters who can’t fly (Chihi Gokû could dodge it by escaping with his Kinto un).

This principle (no counter achievable) would even work in case of ultimate attacks made by weak fighters, a character like Videl, in her hazardous attempt (if we choose the solution that gives an advantage to the most powerful character) to place an ultimate against Bejîta, in order she will not have to receive a final flash in counter.

If j2 decides to counter the attack, if p1 wins the duel, the same thing than in the precedent case would happen, except that p2 loses his 3 Ki bars pointlessly. However if p2 manages to reach a level of gauge equivalent or higher than that of p1, then p2 realises an ultimate to counter his adversary, and the two ultimates encounter, a new gauge duel appears, both with 2 gauges of equal length, or always by following the rule of the advantage to the most powerful character to determine the length of gauges.
The one who loses that new gauge duel gets more powerful injury than the ultimate made at the beginning.


gameplay
the dragon rush


With regard to the dragon rush, they must be more diversified. They are really all looking the same for all the characters. At least it would be necessary do customize the end of the DR for each player (without any use of capsule, and why not different according to the transformation, like with Frurîza in Budokai 3) leaving the possibility to the player, if its ki is sufficient, to make and ultimate (or other action like fusion) in the same way than the system explain before, at the last phase of the DR.


gameplay
free flying, free teleportations


It would be really desirable that the fly become freer, with the possibility for example of flying away directly to the top (respectively downwards) by pressing twice up (respectively twice down).

In the same categorie, as the fly which should be freer the teleportations should, them too, be easily useable, less expensive in KI for the teleportations which already exist (for counters, or by sequences) and the possibility to teleporte of as far as we want should be include (with for example this manipulation : gard + twice front). If the 2 players do the teleportation at the same time, we could enter in a mode like the “thunder fight”, with a fight by turning the joysticks, and at the screen we would see, like in the animated serie, some super fast move in the sky, creating multiple successive round waves, then at the end one of the two players would be ejected on the floor and creating a huge crater on the ground, and why not put a possibility of “finish” with the arrival of that which won the duel from above to insert his adversary still more in this crater, with for example the choice between 4 buttons, and if the looser pushes the same button as the other one, he could stand up and go out of the crater before the other comes to punch him again.


gameplay
more techniques


Obviously, more techniques for the characters would be necessary, and especially for unexploited characters like Gohan komodo or seru junia, that’s why every characters must at least possesses one personnal ultimate attack. A rather simple way making it possible to diversify the blows already existing would be to include some manipulations like up or down plus the punch or kick. Thus new combos could be created.

Some ultimates are accessible only to some level of transformation, so it would be pleasant to be able regress of transformation level (for the characters where that remains coherent like the ssj, but not for furizâ for example) by doing a manipulation like : down + button of transformation (L1). The same way if we do : up + button of transformation (L1) would allow, if the ki is sufficient, to pass at the next level. If we directly press L1 you would transform the character to the maximum level that its KI enables him to reach.

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visual changes
fight arenas


Concerning stage areas, their fidelity to the anime is very pleasant, however they should be first of all, a lot bigger, so the player is not always blocked by invisible walls, which can be very frustrating. The stages should also be more interactive, with more destruction, or partial desctruction (craters, foot prints when the player is projected backwards, devasted zones, and intact zones a little further…).Some stages with water in it would be very welcomed, with the possibility to be projected underwater and to keep fighting there, or to go down the water on your own will with the new flying capacity described earlier.) This stage could perfectly be the “house of Kame Sennin”.
Also we were disappointed to see some stages from Budokai 2 simply disappear, like the one in the snow, or the one in Kamisama’s Palace, it would be nice to have those back.
In the idea to improve the Tournament Mode, why not include the stage of the Tournament of the Dead World (Where Dead Goku fights Paikuhan), a non-destroyed version of the Cell Ring, and why not the stage area in “Hell” during the movie “Fusion” (when Janenba fights Gojeta)


visual changes
real damages


Since Budokai 2 we are looking forward to see appearant damages on the characters, it would be great to be able to watch the intensity of the fight, just by looking a tour characters fighting. The costumes could just slowly get ripped apart (or destroyed slowly, for armors for example), some could finish stripped to the waist (like Goku is in several episodes of the serie) some marks could appear on the characters faces.
This could lead to an option that could allow us to hide the stats bars on the top of the screen (life, ki etc..) so only the fighters would appear, we could tell how bad they are injured just by looking at them (for the ki, it would imply that we know the ki level of our transformation, and we could vaguely guess our ki level. But this is just an option, that we fan would appreciate since it would be really close to the anime)


visual changes
auras


The auras, as for them, should not more appear permanently, but almost only during the hyper-mode. this detail is more amply explained in the "particular details" part. However the auras appear obviously at the time of the loads of ki (except for some characters as the androides), but they could be seen more diversified according to the characters. Indeed their forms can be different. In addition more effects on the ground would make them still more impressive, than it is at the time of the loads of ki, but also at the time of the transformations, where they also appear (but without passing in hyper-mode for as much) and that for a short lapse of time (some seconds), always with an aim of showing all the power of it.
Finally, colors of auras must be more respected, such as for the ssj2 and ssj3, with blue flashes and not yellows.


particular details
hyper-mode


Concerning one of the main innovation of Budokai’s gameplay, i’m talking about Hyper Mode of course, it is a good point in the Budokai series, but it presented several issues to us. First, it is very repetitive all the characters do the exact same thing, then the visual aspect could be different to be more faithful to the manga. About this visual aspect, our idea would be that the fighters wouldn’t have auras in the normal phases of the game, whatever the ki level might be, therefore, whenever a character goes into Hyper Mode, the aura will appear (it will allow the Sayajin to have a light yellow color of hair during the game, and it will be bright with the aura as it is in Budokai 3). Auras would also appear (the could be different depending on the transformation level, like a round aura for Goku SSJ3) when fighters are charging their Ki, and during high speed movement.
About Hyper Mode, instead of losing Ki, we would rather have a Time Jauge, and the character will only be tired if he uses all his Ki. To go into Hyper Mode should also bring a slight gain of attack power, depending on the number of Ki Barrs above the Basic Ki Level (the attack power remaining always the same outside Hyper Mode) which combined with the aura system we explained earlier would bring a more faithful aspect.
To go into Hyper Mode should also have another manipulation, like (Back+Transformation Button) which would allow 2 other manipulations that I’ll explain later
Hyper Mode and Hyper Mode only would let you use Dragon Rush (we propose another manipulation : L2=all 4 buttons) so teleportation would still be usable in Hyper Mode. Guard, and the ability to charge Ki should not be desactivate during Hyper Mode
However to go into Hyper Mode should be LIMITED so we cannot overuse this ability


particular details
the capsules system


The capsule system could also be revised. Its difficult to understand why people like Goku are very limited in Capsule slots (7) when Cell Jr. would only use 2 slots. Some characters should have more capsule slots, or we could just delete the capsule system, but the RPG part of the game would be damaged.
Also, some capsules like Majin Vegeta or the Metal Versions of Cooler and Freezer could appear as simple transformation instead of using many slots for that effect. However you could still put limits to their used, for example the characters could only transform if their Ki is low.
New Capsules “Breakthrough +” should be added, they could be more expensive or harder to find, but they would contain ALL the fusions that the characters can use
Finally, it is very tirering to see endlessly the same capsules at the shop, the player loses interest in the game, each capsule should only be bought one or two times. The random capsule choice could be deleted to avoid some kind of cheating


particular details
the end of fight


The ending of the fights could sometime have more “panache”. A Temporary Ko mode could be added, the fighter would be on the floor, and we would have to turn the joysticks, or he would automatically block a hit if it was inferior to a certain damage. The same kind of idea was used in the last Saint Seiya game on Ps2.
Also a REPLAY would be very nice (like in all major fighting games). And why not an online mode?


significant additions

To conclude this letter, i will now write the different ideas that we had for new characters, or what can be changed in characters, oufits to add, and ultimates.

significant additions
new characters

- kame sennin, his second outfit would be Jackie Choun (jakkî chun),
- taopaïpaï,
- bojack (bôjakku) with his transformation
- janenba (at least in his second form) when he would appear in a level, the sky would be filled with giant Balls like in « Hell » so one of his ultimates would be to catch the opponant with a long arm hurt him in the ball field and finish him with a sword ; or teleporting like he does in the movie (Fusion)
- païkuan (paikûhan),
- c13, with his transformation absorbing the pieces of C14 and C15
- hacchyakku,
- tapion, he could have an ultimate when Hildegarn would attack the opponent, and finish by calling him back into him by playing the Ocarina
- thalès (târesu),
- bio broly (baioburorî),
- garlic jr (gâlikku jr), with his transformation,
- slugh (suraggu),
- les oozaru, appearing in at least some ultimates (baddack (bâdakku), thalès (târesu)…).

Several characters are from the first Dragon Ball universe, when characters could not fly or teleport. For them it would be better if they couldn’t fly wich would be a different way to fight.

If Dragon Ball GT is still in this Dragon Ball Z game :
- gokû kid from DBGT, he would be the only Goku to reach the SSJ4 form, his transformations being (SSJ, SSJ2, SSJ3, SSJ4)
- pan,
- super-c17 (sûpa jinzô ningen 17 gô),
- baby,
- other black dragons

In the same state that Cell Jr. or Saibamen, little groups could be created where the characters would appear one at a time, when one fighter loses his companion would come and continue the fight.

- Bojack’s servants could appear together one after the other and could realize an Ultimate together, using Paralysis (where Bojack could appear) some of the Servants could have a transformation (Gokua, Zanghia)
- Ginew Commando could use the same principle (Reecom becoming a member of the Commando, but Ginew would remain a playable character on his own) they could have an ultimate together with Ginew to realize poses
- The Return of Zabon and Dodoria together, Zabon would appear in second so he can transform. Each of them could have an ultimate (Dodoria could have the one he uses againt Baddack in the anime)
- The Return of C19 he could appear in a duo with C20/Dr.Gero, each of them could have an absorption ultimate
- C14 and C15 on the same principle.

significant additions
ideas for new ultimates


significant additions
new clothes



significant additions
the case of buu


In the case of buu, the fact that he appears in 3 different forms is ok for half of us, the other half wishing only 2 buus or only one. However for logical reasons, there should be a minimum of 2 buus, the fat and another one.
Its more practical to keep Kid Buu as he is. But as for Super Buu, we can notice some problems.
He starts in a normal form but he should appear as a skinny gray buu. The second problem is the random absorption system wich is not very faithful to the manga
But he could reabsorb how many times he wants to reach all his forms (eating Fat Buu, absorbing Gotenks and Piccolo, and Gohan, maybe Tenshinhan and Yamcha, or even rejecting those he absorbed to become Normal Buu again, why not reject Fat Buu and become Kid Buu)
Another solution (more simple) would be to give him the ability to transform to replace the absorption system, so he could transform in the correct order to end with the final form (Gohan or Kid Buu if there are 2 or 3 Buus).
It could be possible (with the option to visualize long version or short version of some transformation) that Buu’s transformation could also have long and short versions. The long one being transforming the opponent in chocolate of surround him with Buu’s parts (depending on the characters he’s absorbing); in the short version we would have a glimpse of the chocolat or the part of Buu getting back at him, and then he would be transformed.
When in Buu-Gotenks, he would have a timer and when the time Is over, he would be in his Buu-Piccolo form as in the manga and only from this form he could transform into Buu-Gohan.
If the damages were visible, he could have holes in him and he could regenerate according to his Ki level with a guard jauge that could go down depending on his status.


significant additions
a problem of sizes








comme vous aurez pu le constater certains paragraphes n'ont pas encore été traduit. je m'y atèlerai dès que j'aurais fini d'apporter les modifs que je trouve à faire sur les parties qu'ils avaient déjà fait (au passage mon anglais n'est pas parfait, je cherche juste à faire u peu mieux concorder leurs traducs avec l'esprit de la lettre d'origine, donc les pros peuvent bien évidemment, et c'est grandement souhaitable, me recorriger wink ).

sinon ces passages qu'il reste sont ceux-ci (dès fois qu'une âme charitable ou inoccupée veuille y consacrer du temps ^^ ) :
general changes
good points and new upgrading capabilities


general changes
spirit of dragon ball


significant additions
ideas for new ultimates


significant additions
new clothes


significant additions
a problem of sizes



bon allez hop ! au dodo moi ^^
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#67
J'ai eu des merdes ce week avec mon PC j'ai du tout réinstaller et je n'ai pas pu remettre en ligne le site, j'essai de faire ça ce soir ou demain.

Par contre ce n'est plus un mail, mais un site Icon_lol
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#68
Ah et enfaite, ne faudrait-il par faire attention aussi à la traduction des noms pour la version anglaise ? Car y'a des personnes qui ont plus leurs vrais noms (Tien, Omega Shenron etc...)
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#69
hokage_sama a écrit :Ah et enfaite, ne faudrait-il par faire attention aussi à la traduction des noms pour la version anglaise ? Car y'a des personnes qui ont plus leurs vrais noms (Tien, Omega Shenron etc...)

c'est à un studio de développement jap que ce site ( wink ) est censé être montré. du coup pour la traduction des noms je pense que c'est bon (et c'est encore mieux sur le site de genki qui avait amélioré tout ça, avec des images et pi tout ^^ )

sinon oui tu as raisons genki, mais tout ce qui concerne l'intr et la conclusion feront partie du mail, avec pour objet principal, le lien vers ton site wink . donc la traduction de ces 2 partie est également nécessaire mais je ferais les modifs (là où j'ai mis le mot "courrier" par exemple ^^ )
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#70
Je suis content que le projet est pas abandoner ca aurais ete trop bete!! bref bonne continuation les gars (ben oui encourager c'est important aussi :P )
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