I think I see what you guys are saying. Having such strict timing on links doesn’t really show anything other than how well that player has practiced said links, and not so much the decision of what moves to actually use. So in that regard I would say that I will probably implement something to rectify that. In addition, that would probably be a smart move in general since I plan on targeting PC as the main platform, as online play will mostly likely be an important factor.
That said I probably won’t make it so easy as a 5 frame link but I’ll implement it and test from there.
I don’t get how this is hard to make a call on at all. Just have a small 4 sectioned bar where each section fills up every time a special connects and drains completely every time the player gets hit.
IMO, better to have everything that needs to be tracked have a visual representation on the HUD than hiding it.
Why not just let it come from natural hitstun and frame data values? In other words, something links because there’s enough hitstun from the last move to allow it to link.
I feel you, I’ll put something together in a bit. I just need it to be easily changeable in case I tweak those values.
That’s how it’s set up now, there’s no notion of what moves link into others, just how much hit stun and recovery it has. They’re saying that something that is a 1 frame link as far as hit stun goes, doesn’t have to have such strict timing as to require the button be pressed only on that frame.
Right now they’re physical objects that are set to like -5 on the z axis with the same width, but for all intents and purposes it’s 2D only.
Yes and no.
Hit and hurt boxes during the startup and active are local to the character position, so even if I remove the animation completely, these will still exist and work in the correct spacing.
In the recovery there are hurt boxes that are linked to the joints.
The main hurt boxes are also tied to the root of the animation. Turn on the move and hurt boxes in the menu to see them. You can also press R to pause the game and then T to step frame by frame.
Depending on the window of opportunity I find it feels more like work than playing a game; which is a point I have no tolerance for in any game. Others have already stated that a wider window would make things better.
I am really, *really *big on intuitive controls. I wanna fight my opponent not the system.
Just keep in mind your design pillars. What is your game ultimately trying to say? What does it bring to the table. Have a cohesive vision and make it strive for what’s in your head. Sure some things will change, or perhaps you catch lightning in a bottle with a happy mistake, but I think having the vision first works.
THANK YOU
Getting on Kickstarter and putting up a video selling dreams and showing bad concept art is fail. You best have video of an alpha or something if you want people to drop dollar. Pleading about how cool it might be means nothing. I don’t even let big studios slide when they pull that on an E3 showing. Come correct, take your time and have something to present.
It’s weird that you can get reversal from landing and doing a move.
cr.LK>cr.LP>cr.LP>cr.HP>QCB+HP>latej.HK>land>LP DP>HP DP does like 50%. Damage is weird right now. I have to assume there is minimal in terms of damage scaling right now, since it’s so early.
edit: And I guess there isn’t too much difference between normals damage lol.
Got it, sounds like you guys are all saying the same thing.
Eh this isn’t really how I design games. I like to start simple and easy, while iterating and improving on what is fun as I go along and cutting what isn’t. However, it would probably be a really good idea if I wrote out a design document just to get this stuff down. Shit, maybe I’ll make a Google doc and make it public so people can read it.
Yeah that’s a bug but I haven’t been able to repro it more than once, got a situation?
Disregard damage right now lol, there are no values set and every hit is just 50 damage. No scaling or anything either.
But on that note, what are your guy’s thoughts on damage scaling? I don’t have a huge opinion on it yet other than I think it will be an important thing to get right, as it will affect a great deal about how the rounds flow.
SF4’s implementation is 100/100/80/70/60/50/40/30/20/10
I don’t think I want to scale it so drastically, maybe something like 100/100/90/90/80/80/70/70
Will be another thing that’s hard to decide until I start playing some real matches.
Another thing I’m thinking about is per move global scaling. It would work in addition to normal combo scaling, but each move would have it’s own scaling value that would decrement as you landed that move more in combos during the match. So maybe Cr.strong would do 100% the first two times you used it in a combo, and then the third time it would do 90% or whatever. The thinking behind it is to punish people slightly for using the same moves and possibly incentivize them to use other combos if they want to maximize their damage. I’m not sold on it but I’m gonna try it out eventually.
Old games pulled off no scaling whatsoever. Even more combo heavy games like KOF2002 have no damage scaling (except for a global scaling to 75% damage once you enter max mode).
I think it’s really cool when a fighting game has no damage scaling. Without damage scaling, you won’t find yourself trying to get a certain combo to land, only to find out that when you do, the damage is worse than something easier, which you couldn’t see coming due to a unintuitive damage scaling system.
But it’s obviously not something every game can pull off.
Messed around with it a bit, you won’t get more off after the cr.HP> HP DP because it’s at the juggle limit, but you can perhaps use the powercancel to go for a mix up after. I’m not sure how I feel about momentum-less juggles, so far I’ve been trying to limit air followups from the ground by making them require momentum access.