Bunch of animation tweaks, trying to break up the recovery portions of moves so that they stay out a bit longer after hitting, and trying to break up the startup portions so that they pack more umph. Added some more camera data choices, check em out.
Did some work today on the power cancel mechanic. Basically changed the input from MP+MK to “Double Tapping” the same button of the move you want to cancel. Functionally it’s the same but it feels quite a bit different in gameplay.
I like it, I like it a lot. It sort of requires you to be precise with your inputs so you don’t burn meter you don’t mean too.
One thing I’d add, is a limit to only be able to cancel a move one time in a row. As right now, albeit with meter regen on, I can mash something like qcb HK over and over again with hilarious results. But not necessarily desirable ones.
Yeah there’s some tatsu loops that are kinda whack. Your suggestion for dealing with repetitive combos is interesting, but I think adding another variable to the mechanic would make it more confusing than it is. There’s a few ways I’ve been thinking about dealing with these situtations:
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[] Balance the move’s data around it. This is what I normally do. For the tatsus, I probably want to either reduce their hit stun you have to use faster moves to combo, or increase the push back so that things start whiffing earlier.
[] Been thinking about making the DTC not possible from any specials for the most part (would keep the raw fireball). This would kind of limit the combo possibilities (which I think might be okay at this point) but would simplify the game quite a bit.
[*] There’s no combo scaling implemented yet but I plan to probably make the DTC take a chunk. Something like hits might reduce by 3-5% but the DTC would make it go down by like 20%.
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I was mostly just curious how big of an effect it’d have on the gameplay, which after using it for a day I don’t think it lost too much in terms of options. I’m leaning towards the DTC just being a normal move mechanic, which generally don’t have extra things like invincibility, armor, and high damage, and having special moves be more combo ending, higher damage, and hard read kinds of things. The way I had it before was kind of a middle ground, only on hit could you do it, but it enabled OSs like might as well DTC when you use special cause if it’s blocked then oh well, no meter lost.
Made some big changes to how hurt/move/grab collision boxes are defined for the character and referenced by moves. There’s a decently long write up on it in the blog post.
There’s a few things I need before I start working on more characters:
Finalize my gameplay design (how the game plays, pretty close to this)
Finalize my game design and get my modeller working (characters, reason for fighting, etc), working on this with my character designer.
Find a solid animator to bring onto the project, I’m pretty limited by animations right now and I need to have someone cranking them out.
Working on new characters is really what I want to be doing. I’m trying to get to the point where all I work on is character and move implementation (which is what I spend a lot of my time on right now anyways), but there’s just a lot I still need to do before I can put all my effort towards that.
New build up, more performance increases after doing some more work on the input system, tweaked animations again with this in mind http://dt-engine.com/?p=190