Oh, finally. A TSR fighting game I can play C:
If I could make a suggestion: I'd suggest making it not 100% like Smash - heck, it'd be nice if you stole a bit from Playstation All-Stars, but like...found a way to make it work
basically, have Smash Bros, but instead of Smash Balls, characters build up a super meter (Rep). On top of that, characters have basic combos that loop into their super attacks, which can be used at three different levels. Landing a super attack is the only way to KO the opponent.
The higher the character's Rep gets, the gauge builds, a different special is executed:
lv1 is a Really Nice Special that can tag a few people (i.e. Chris2Balls' Dat Ass Special)
lv2 is a harder to escape "actual super" (his Gognio special where he bounces around on the ball, can guarantee a few KOs)
lv3 is more comparable to a Final Smash (think Chris' Absinthe Fairy spritality, except Chris becomes temporarily invulnerable and the Absinthe Fairy is briefly playable, soaring about and destroying enemies with her ample chest)
The only thing about PS All Stars is that no one has a healthbar, but instead landing hits depletes the super meter, so there's not really much motivation in that game to actually land attacks but instead dash around and grab orbs that increase meter.
Personally though, I'd LOVE a RaveMaster type of premise but it's kinda fundamentally broken (tug-of-war health meter, winner can "blast away" the enemy with a finisher once they amass enough meter and wins a tug-of-war button-mashing contest)
It'd be cool though to have a system of advanced techs and whatnot though to give it more of an "authentic" fighter feel, though IMO those are the kind of things that develop out of the basic engine, not purposely programmed in beforehand.
tl;dr program the physics engine and let us find the cool techs to abuse and adopt as our own advanced play techs thx
If I could make a suggestion: I'd suggest making it not 100% like Smash - heck, it'd be nice if you stole a bit from Playstation All-Stars, but like...found a way to make it work
basically, have Smash Bros, but instead of Smash Balls, characters build up a super meter (Rep). On top of that, characters have basic combos that loop into their super attacks, which can be used at three different levels. Landing a super attack is the only way to KO the opponent.
The higher the character's Rep gets, the gauge builds, a different special is executed:
lv1 is a Really Nice Special that can tag a few people (i.e. Chris2Balls' Dat Ass Special)
lv2 is a harder to escape "actual super" (his Gognio special where he bounces around on the ball, can guarantee a few KOs)
lv3 is more comparable to a Final Smash (think Chris' Absinthe Fairy spritality, except Chris becomes temporarily invulnerable and the Absinthe Fairy is briefly playable, soaring about and destroying enemies with her ample chest)
The only thing about PS All Stars is that no one has a healthbar, but instead landing hits depletes the super meter, so there's not really much motivation in that game to actually land attacks but instead dash around and grab orbs that increase meter.
Personally though, I'd LOVE a RaveMaster type of premise but it's kinda fundamentally broken (tug-of-war health meter, winner can "blast away" the enemy with a finisher once they amass enough meter and wins a tug-of-war button-mashing contest)
It'd be cool though to have a system of advanced techs and whatnot though to give it more of an "authentic" fighter feel, though IMO those are the kind of things that develop out of the basic engine, not purposely programmed in beforehand.
tl;dr program the physics engine and let us find the cool techs to abuse and adopt as our own advanced play techs thx