Special Attack Questions
Certified:
While Damage seems to be a key component I would say look t other game variables. When I think of a fighting game I generally think tactics. Thinks like Trips, Knock Back, Reduced mobility, immobilization, stunning the foe etc. Another thing to consider is Risk versus Reward. This is where damage can be reintroduced as a factor, bigger damaging hits suffering a penalty to hit. Also there is a style component, while you might have a character with a devastating single attack that is slow but hard to land, you might also have an attack that does little damage but lets the character keep attacking until he misses (each hit resolved separately and with a increasing difficulty to land, yes I summoned up my inner Chung-Li for that statement). However, these kind of difficulty factors should not just apply to how a damage is applied, an attack with multiple status effects should be more difficult to deliver than an attack with a single effect.
What you may consider is listing out all the possible conditions that may affect a fight. Then create a list of special moves based on them. Possibly followed by a second list with multiple effects. Take that and bump it up against normal attack damage and use that to create your damage focused special moves. Hope this helps you.
twztdwndpipe:
Certified!
That is what I've started doing. After I sat down two nights ago. I really started thinking, and researching. So far so Good. It's coming out quite strong! Ideas are getting there. And I'm coming up with more and more ways to tweak it. I'm adding good mechanics that are easy to glance at for ideas without over complicating it. Plus theres always play testing!
Certified:
Very nice. As I read your post I saw you mentioned:
Quote
I'm adding good mechanics that are easy to glance at for ideas without over complicating it.
This is something to keep a careful eye towards. Hopefully the system you are designing can handle these varied attacks without too many exceptions to the rules. One thing that I find becomes cumbersome is when a game stops to look up specific mechanics for specialized attacks. Becasue the game you are designing is focused on combat thew special techniques and moves should blend into the rules not create exceptions to them. This way as combats go on and people start throwing out stranger and stranger attacks game play does not slow down to reference how things work.
twztdwndpipe:
I call my Systems "Gauges"
They basically work as if you have a gauge on how well your holding your sword.
How well your balanced.
When they run out, Like a life bar, your penalized. I.E. dropping your weapon, falling over,
I was going to work on a guard break gauge or some other ideas, but the steam is slowly rolling out.
dindenver:
Twztd,
If you are not feeling up to doing the maths, there is another approach.
Have Special defenses and Special attacks. Then you just have to balance the Defenses and the Attacks.
A cheesy example of this might be something like this:
Special Defense: Low Guard
Benefit: Character is immune to Low attacks.
Special Attack: Low Onslaught
Damage: Normal
Special: Double Damage vs Low Guard
Both of these moves provide a benefit, and a risk. they balance each other and have almost no effect against most other attacks.
Does that make sense? does that help any?
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