12-20-2014, 09:47 PM
The collision bubble info (damage, knockback + angle, recovery frames, hitlag, etc) are defined in the moveset scripts. So, they'll all be open to balancing later. From now on, I'll just refer to hitlag as the number of frames both parties are frozen for and hitstun as "recovery frames", the number of additional frames the opponent is frozen for.
Reading through some things, there will probably be damage scaling where the amount of damage and duration of recovery decreases based on the amount of combos executed. I could also do the temporary invincibility after being hit.
Yeah, knockback is going to be implemented. I'm guessing the amount of knockback is fixed. Otherwise, it'd turn into smash bros.
~Appreciated
Reading through some things, there will probably be damage scaling where the amount of damage and duration of recovery decreases based on the amount of combos executed. I could also do the temporary invincibility after being hit.
Yeah, knockback is going to be implemented. I'm guessing the amount of knockback is fixed. Otherwise, it'd turn into smash bros.
~Appreciated