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#ActualSinisterPride

Posted 05 February 2013 - 12:35 PM

So far my understanding of what Frankie has envisioned with the combat is as follows and then some.
 
2D Arcade Fighter Controls
  • Combos
  • Skills/spells activate by input (hadouken)
  • Light and heavy/low and high punchs and kicks

 

§• ɸ§

 

Combos

 

Simple two to four hit combos to give the feel of arcade fightining.

 

§• ɸ§

 

Skills/spells

 

"Castlevania: Symphony of the Night" is the only thing I have to compare this sort of game/idea to from personal experience. I will refer to it quite often due to this. The way Alucard performs his spells is similar to what I was planning on implementing for skill and spell use.

 

Think street fighter with a mana and fatigue bar.

 

Mana for spells (hadouken) and fatigue bars for skills (shoryuken). Hybrid spells would use both resources.

 

§• ɸ§

 

Input

 

A simple light/heavy punch and light/heavy kick mechanic should be enough to handle all 4 elements of spells. Fire/Air for the punch buttons (high elements) and water/earth for the kick buttons (low elements). They will be offset by directional inputs (semi circle, hit and such). The Dark and Light spells I can tie to an offset button such as the triggers or bumpers. This works out in the end when I hope to apply dark and light versions/variations of each spell. I'm not too sure how to place elemental-less energy attacks (spirit/chi/chakra attacks). No offset = energy attacks? 

 

§• ɸ§

 

This all poses alot of programing/scripting that I am honestly not familiar with but it will definitely all be possible. It has all been done before to some extent, just not together as we are trying in this instance (as far as I know).


#1SinisterPride

Posted 05 February 2013 - 12:08 PM

So far my understanding of what Frankie has envisioned with the combat is as follows and then some.
 
2D Arcade Fighter Controls
  • Combos
  • Skills/spells activate by input (hadouken)
  • Light and heavy/low and high punchs and kicks

 

§• ɸ§

 

Combos

 

Simple two to four hit combos to give the feel of arcade fightining.

 

§• ɸ§

 

Skills/spells

 

"Castlevania: Symphony of the Night" is the only thing I have to compare this sort of game/idea to from personal experience. I will refer to it quite often due to this. The way Alucard performs his spells is similar to what I was planning on implementing for skill and spell use.

 

Think street fighter with a mana and fatigue bar.

 

Mana for spells (hadouken) and fatigue bars for skills (shoryuken). Hybrid spells would use both resources.

 

§• ɸ§

 

Input

 

A simple light/heavy punch and light/heavy kick mechanic should be enough to handle all 4 elements of spells. Fire/Air for the punch buttons (high elements) and water/earth for the kick buttons (low elements). They will be offset by directional inputs (semi circle, hit and such). The Dark and Light spells I can tie to an offset button such as the triggers or bumpers. This works out in the end when I hope to apply dark and light versions/variations of each spell. I'm not too sure how to place elemental-less energy attacks (spirit/chi/chakra attacks). No offset = energy attacks? 

 

§• ɸ§

 

This all poses alot of programing/scripting that I am honestly not familiar with but it will definitely all be possible. It has all been done before to some extent, just not together as we are trying in this instance (as far as I know).


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