Looking back at the last page, we discussed mechanics a little bit, but in order to streamline this...i noticed this in CBL's topic
I think this is actually a really good idea - though health and defense in a fighting game is pretty much the same thing and variable jump heights aren't really a thing in fighting games (the boon being the midair character's hurtboxes in midair)
character attributes are more obvious when you're browsing through them, and it makes things easier for Ton when he's programming each character.
additionally, you could technically have character palette swap fighters and using this system, they'd play completely differently!
opening up the floor: what should the different areas be to spec in? (also, post them in the Player topics, even if your character isn't completed/confirmed in the game)
I'd suggest
HEALTH (for example, every character has base 10000 health, and every * adds another 1000 to the health bar)
ATTACK
SPECIALS (as in, you could have hard-hitting specials but crappy attacks, or vice versa)
SPEED
GOGNIO (this would have to be discussed: it could be how OP their GOGNIO is [or moreso, its likeliness to hit and how much damage is done], or how quickly their attacks charge up the GOGNIO meter)
GOGNIO moves could also be balanced separately and instead RANGE could go in its place (as if you play a strong long-range poke game, your speed better be low to compensate)
(05-30-2014, 03:11 AM)Crappy Blue Luigi Wrote: crappy is a fast character with a frail body and slightly-less-frail ego. he attacks with a variety of eccentric moves designed to play keep-away or protect himself.A very brief description of his character and a stat counter out of 15 asterisks.
stats out of 15 *s:
Health: **
Attack: **
Defense: **
Speed: *****
Jump: ****
I think this is actually a really good idea - though health and defense in a fighting game is pretty much the same thing and variable jump heights aren't really a thing in fighting games (the boon being the midair character's hurtboxes in midair)
character attributes are more obvious when you're browsing through them, and it makes things easier for Ton when he's programming each character.
additionally, you could technically have character palette swap fighters and using this system, they'd play completely differently!
opening up the floor: what should the different areas be to spec in? (also, post them in the Player topics, even if your character isn't completed/confirmed in the game)
I'd suggest
HEALTH (for example, every character has base 10000 health, and every * adds another 1000 to the health bar)
ATTACK
SPECIALS (as in, you could have hard-hitting specials but crappy attacks, or vice versa)
SPEED
GOGNIO (this would have to be discussed: it could be how OP their GOGNIO is [or moreso, its likeliness to hit and how much damage is done], or how quickly their attacks charge up the GOGNIO meter)
GOGNIO moves could also be balanced separately and instead RANGE could go in its place (as if you play a strong long-range poke game, your speed better be low to compensate)