Main thread's talking about movement ideas for controlling your party members' positions. Something simple occurred to me: Party member markers!
- Get to a spot.
- Place the marker on the spot. Marker corresponds to the character you pick
- If you get into a fight on that screen, the Incarnation spawns on that marker. Else, he takes a default position.
This way you can position your archers on a ledge, healing mages outside the range of attack, etc. Sounds simple to use, but might make enemy AI harder to implement. Seems pretty powerful and unbalanced, might be locked to late-game or second playthroughs.
Would also be cool to have a non-combat way to move enemies around. Apparently Mike's not implementing VP's enemy freeze system, so something else (giant ping-pong paddle?).
Also, trying to figure out how to emulate the joy of jumping on flying koopas in
Indivisible: An enemy where, if you jump on a vulnerable spot, the enemy is stunned and falls to the ground, and you get a bounce to keep platforming. If, however, you hit the enemy's hitbox, you get pecked at (assuming the enemy's a kind of bird), knocked to the nearest solid platform below you, and get into a traditional battle.
On the programming side, this could be implemented by tying a "ground" piece to a flying enemy so you're safe on the "ground" part but attacked on the front and bottom of it.