BURST SYSTEM:
Over time my philosophy for this game has changed. I want to give players as many of their tools right from the start as possible. I want players to have all they need to win right from the get-go. Give them resources to use as they need or see fit, but also give them a choice. The game is becoming more offensive based as I dig into my own mechanics and try to think this out ahead of time. So here's how it is going to work:
Players get a
Burst Point for each Round necessary to win a match + 1. So in a 2/3, they get 3 Burst Points. In a 3/5, they get 4 Burst Points. There is no way to recover Burst Points when used, and those Burst Points are all you have for the entirety of the match. When a Burst Point is used up, there is a 10-second lock on using Burst Points again. The period of time use is locked may change depending on development. Starting with a nice number of 10 seconds, however.
Bursting:
Upon inputting the buttons, the user bursts, hopefully blasting the opponent away from them to create breathing room. Bursting has a few weaknesses, however, that make it punishable. Listed below are the parameters of Invocation's Bursts. Yes, even some obvious stuff:
- You are lifted into the air if used on the ground. If in the air, you will burst where you are.
- After bursting, there is a few moments of recovery. Few enough to create breathing room on hit, but enough that if you miss with a burst, you're very easy to punish.
- Obviously, bursts can be blocked, opening you wide up.
- Armor and Grabs/command Grabs beat out Bursts. So if you're going to burst and get grabbed or they use an armored move, it isn't going to end well.
- When bursting, you are unable to attack or control your air momentum for a brief period of time before either touching the ground, or getting attacked. You can still block in the air after bursting (after the recovery), but you can't retaliate.
- Bursting uses up one Burst Point.
- You can burst at any time except during grabs or supers.
- IMPORTANT: IF YOU ARE OUT OF BURST POINTS, YOU MAY STILL BURST, BUT AT THE COST OF 50% METER!
Now for something new:
Burst Cancel:
In the vein of GG's Roman Cancels and UNIEL's own similar mechanic, Invocation allows you to cancel whatever action you're in and return to neutral. This obviously allows chaining certain moves that normally wouldn't be possible, or extending combos near their normal end. However, there is a catch. It will ALSO cost a BURST POINT and put your stock of Burst Points in the 10-second lockdown. Here are the parameters of Burst Canceling:
- UNLIKE NORMAL BURSTS, YOU CANNOT BURST CANCEL IF YOU HAVE NO MORE BURST POINTS
- Has a different, yet undetermined input
- YOU CAN ONLY BURST CANCEL FROM ATTACKS! AFTER HITTING THE OPPONENT OR THROWING A PROJECTILE OR WHIFFING OR ETC, YOU CAN SPEND A BURST POINT TO BURST CANCEL, RETURNING YOU TO NEUTRAL AND PAUSING TIME AROUND YOU FOR JUST A BRIEF MOMENT.
- You cannot Burst Cancel into a super or Burst Cancel off a super. You MAY, however, Burst Cancel into another move AND THEN use a Super.
- Does not reset damage scaling (duh)
- Assuming it is even possible depending on development (which it shouldn't be), you may only Burst Cancel ONCE per combo. If 10-second combos are a thing, however, I will personally shoot myself in the foot and then balancing those out. I'm going for shorter combos of maybe up to 10-12 inputs on the longer ones.
It's fairly self explanitory. It's a lot more limited version of something like Roman Cancels, that allow you make your actions safe or chain into things normal impossible. I want this multitude of choice in one simple mechanic: defense NOW, defense LATER? Saving this point for use to get extra damage NOW and take the lead? Or save it for possible screwups or to catch up in case I start losing? That's what I want. That choice of whether to save or to use, and how it affects the game since both this multipurpose tool and high defense tool are tied to a fairly limited resource. Most people would prefer to use the Points for Burst Canceling, since you can still burst at the cost of massive meter which could go towards supers instead. It's that interconnected choice I want! I would like to take a similar philosophy to my characters, too. Hopefully Helma will exemplify that.
RED HEALTH:
This is much harder to quantify since I have yet to actually implement it. The idea is one seen many times in the past. Essentially, when hit, your HP goes down. Duh. But, you also retain 1/5 of that dealt damage as RED HEALTH. In a combo, the RED HEALTH is comprised of 1/5 of the TOTAL damage at the end of the combo. So how do you use RED HEALTH? Unlike a lot of games, its kinda different. When you hit the opponent, even if they block, you recover a tiny bit of RED HEALTH. You get less when the opponent blocks, but you still get some back. Now, 1/5 may sound like a lot of RED HEALTH, but how much you gain back on hits doesn't really give much. If you're playing offensively you can gain back a small portion of your health. MAYBE up to the 1/5 if you get a miracle, but get hit again, and all that RED HEALTH goes away, leaving only the 1/5 of whatever damage you took from the most recent hit. This doesn't apply on block atm due to planned rules for how chip damage works, but my plans for chip damage may change depending on how these mechanics work. Speaking of chip:
CHIP DAMAGE:
Just because you're blocking doesn't mean you're safe, pal. Heavy normals, Special attacks, and Super attacks still deal chip damage. ATM its not quantifiable (don't even have a completed char that works :/), but chip damage would be quite small. This is all pretty basic stuff. If hit with chip damage that would kill, you are reduced to 1 pixel of HP first. Another hit of chip damage WILL kill, however. Just remember that light and medium normals don't deal any chip.
MISC:
- Air Dashes and Double Jumps exist. How they work from character to character and who has them is not universal. Some characters also have either a dash or a run for double tapping towards the opponent. Away, however, all characters do a short distance backdash. It is quick, short distance, but not invincible. It will be detailed on the front page under the character's GAMEPLAY portion.
- Meter Scaling is still set to be fairly high. In general, meter gain is going to be a lot harder than in other fighters. This is to make meter more of an actively growing resource than a crutch with which to use a wakeup super or add small amounts of extra damage on at the end. It also helps the choice of spending meter to use a Burst at the end of a match, or to save it, eat the damage, be put in a disadvantageous position, but possibly return the favor and add that extra damage to your next attack.
- Characters will, for the most part, have 2 supers. There are few characters with 100% supers. Tyrus and Tiganizo, and Sarria, of the original cast, break this rule, but Tyrus' feeds into his changed mechanic (DETAILS TO FOLLOW ON OR PRIOR TO NEXT OP UPDATE!) with a third super at 100%, Tiganizo has an attack super that uses 100% in addition to his 50% super, and Sarria has 3 50% supers tied to her projectiles.
- The two chars that we're working on for this "demo" or whatever you wish to call it, are Helma and Tyrus. They're two more defined characters with mechanics and move sets that are fairly easy to explain. Helma, being essentially the game's poster girl similarly to Filia, is obviously the main focus for now. As said, deep details on her below.
- There was an idea for a counter mechanic utilizing 25% meter instead of the Burst Cancel mechanic change. However, I felt the current setup appealed more and created more of a meta and choice than some disconnected counter Blitz Shield-esque mechanic.
- EVERYTHING IS STILL PRE ALPHA! I have a lot of ideas and my artist is planning his own fighter (which I may or may not have to work on after this XD) and often has plenty to contribute. However, neither of us are professionals, nor do we 100% understand all the mechanics. I'm trying to learn, digging into mechanics and the workings of characters as I go, but I'm still a ways away from understanding anything. It'd be nice if I could find someone who could contribute that knew a thing or two more than me about fighters XD
- The game uses a chain system with the 4 button layout as mentioned previously. Until the OP is updated, you may have to go back to check previous updates I've posted to understand what is said here and how it relates to the game and how it will play.
- Game has OTGs. You can use ONE OTG to extend your combo. After that, if they touch the ground, they are invinscible and can tech and all that. Obviously, this is 1 OTG less than SG, which gives you 2 OTGs. It feeds into how I want to naturally reduce combo length and how I want damage structured.
- You can tech from ground forward or backwards, or simply ukemi and tech back to your current position while still getting the same period of invincibility teching grants. You decide teching direction by holding the direction you wish to tech and hitting any two attack buttons. Bursting and Burst Canceling both require 3-button inputs, so you shouldn't do those on accident. You can also tech by hitting the direction you wish to tech in twice like a dash. You would hit up or down twice to ukemi. You can tech BACKWARDS ONLY in the air. It doesn't really grant much any extra aerial time, nor does it really grant any openings, just allows you to get out while in the air.
- In the ideal situation, which means how I plan on balancing everything, it will take probably about 3 well optomized combos using Supers and/or Burst Cancels to kill. Meaning about 5-6 standard optimized combos. This is subject to change, depending on how it effects everything. Might try to go for 4-5 standard combos and 2-3 well optimized using Supers/Burst Cancels. Either way, that's about what I'm hoping to balance it as. So that damage from footsies and basic hits still amount for something, but combos don't end the match super quickly. Hoping to do this all while making matches less than 45 seconds. I'd like to shoot for less than 30 on average, but if I can balance things so the match is still entertaining and keeps people invested while being a bit higher than 30 seconds, I think I'll be happy with it.