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LF2 - Arcade Empire (beta)
#3
(05-29-2020, 11:24 AM)STM1993 Wrote:  I saw this in the morning, but was not able to comment until later.

My impressions thus far:
1. A mod with lots of EXE edits? Nice!
Will there be any plans for AI changes?

2. So you're going for a focus on Army vs Army fights like in Battle mode, with some core mechanic changes.
I personally don't agree with some of the reasons for the change, for example:
  • What if I used a physical attack that costs MP(eg: Davis DvA or D^A)? I would argue that its even less fair, because physical attacks require you to get close and commit, whereas projectiles can be used safely from afar.
  • Flipping is actually not that overpowered. In fact, a bad flip in original LF2 is often far worse than not flipping, since it leads to the enemy being able to perform a 2nd full combo on you.
  • Being vulnerable during a flip, combined with the focus on big army fights & being vulnerable while lying, means that it is much more likely that the big army can keep hitting a player down indefinitely. You would have to add some kind of way for players to escape from this kind of situaton(perhaps at cost of MP). That being said, the video makes it seem like you can get up instantly so getting hit while lying isn't really a thing?
  • Rolling being invulnerable is at least an internally consistent mechanic within LF2, even if not consistent with the hitboxes on other parts.
That being said, I'm happy to see you take your interpretation further and make it interesting and balanced.

3. The style of moves and art strongly reminds me of what is employed in LF2 neuer Stern.

4. Feedback on what I feel about Davis in the video:
  • It looks like pressing A once leads to 2 punches. Not a fan of doing it this way as it makes a small input takes away control from the player for much longer.
  • That blue shadow movement punch thing seems pretty overpowered; it seems like you're completely invulnerable while doing it and the MP cost is really low(or maybe you're getting too much MP from hitting someone), so you can keep spamming it.
  • Dash Attack (>>JA)'s itr Dvx/Dvy values don't seem to really match with the sprites. The sprites suggest a much stronger downward force than the data suggests.

Greetings!
Thanks A LOT for the feedback. Since the project has many details, I chose to continue posting the news while editing more accurately(I even wrote a doc with each version and some dates with the ideas, reasons and problems. But I think it would be a lot of information at once).

I'm looking for someone who can discuss good decisions for a refined gameplay.


1) Yes. Almost 6 months learning Assembly only to make an original mod to the community.
AI? Yes. I would like and know how to program, but i have a list of steps and right now I'm dying trying to finish the mechanics concepts...

2) In the past I didn't like Battle Mode. But after playing a lot of DOTA, now is my favorite game mode. I also enjoy story mode in Hong-Ba and FOF(stage 1).

2.1) Good observation. In my concept Davis D^A and DvA is actually a mix of physical and magical attack, like Woody and Deep D> J, for exemple. The damage application/modifier is physical but the character is under the "magic-cloak" and can destroy projectiles.
As example: Rudolf fits perfectly as an assassin without magic techniques, using only illusions and weapons. Waiting for a window of opportunity to quickly execute the opponent.
But I'm not sure yet. A second idea would be to create priority levels for each attack (whether for magic, weapons or physical strikes). So who can destroy/excel in a clash would be the char with highest priority.
Sound fairer?

2.2) That's true. Fliping needed to be used wisely in the original LF2.
But I would like to create/test a new rule: if a character is launched in the air, he is in danger.
Objective: the player should be concerned with positioning and decision making.
Some characters might have escape skills, others may not...

2.3) Very well observed.
Theoretically there would be towers in this tactical scenario (which unfortunately I haven't even started to program yet), that would dramatically change the battle scenario.
Even without the towers, it is not so lethal be caughtby by a troop of enemies. All characters have their damage reduced and the MP cost/regen adjusted as well (low skill spam). And Monk is the only one of the "minions" who can hit a lying opponent.
Also, in the current version only heroes have "wait: 1" in the "lying" frames (not definitive).
Objective: to encourage caster-type chars to try finish enemies when an opportunity-windows apperars.

2.4) I agree.

3) Some Davis sprites is from LF2 neuer Stern. Correct. I need to ask for permission and I haven't edited the special thanks part yet.

4.1) Davis base attack is a single punch. if you input +A (in a successful hit) leads a secound fast punch.

4.2) Yeah... it's really overpowered. The video runs a old version. After hitting an enemy its restart the hole skill again from free cost.
It's a "rolling" Rudolf-like. Doesn't it look like it?
Current version:
SUPER-SONIC SPEED: D>J, 100MP cost.
Hight speed with DVZ. At the end of the skill, Davis will be in the running frames.
SONIC-PUNCH: +A(in SUPER-SONIC SPEED), 50MP cost.
Arest, 40 damage, fall: 45. Restart SUPER-SONIC SPEED in any direction.

4.3) Thanks for the idea. It will be implemented.
Reply
Thanks given by: Deep


Messages In This Thread
LF2 - Arcade Empire (beta) - by JCostal - 05-28-2020, 08:23 PM
RE: LF2 - Arcade Empire (beta) - by STM1993 - 05-29-2020, 11:24 AM
RE: LF2 - Arcade Empire (beta) - by JCostal - 05-29-2020, 11:38 PM
RE: LF2 - Arcade Empire (beta) - by JCostal - 07-08-2020, 02:33 AM
RE: LF2 - Arcade Empire (beta) - by FerZ - 07-26-2020, 04:34 AM
RE: LF2 - Arcade Empire (beta) - by JCostal - 07-28-2020, 07:26 AM
RE: LF2 - Arcade Empire (beta) - by JCostal - 08-16-2020, 07:01 PM
RE: LF2 - Arcade Empire (beta) - by FerZ - 08-22-2020, 07:56 PM
RE: LF2 - Arcade Empire (beta) - by JCostal - 08-26-2020, 05:06 AM
RE: LF2 - Arcade Empire (beta) - by luminance - 08-27-2020, 12:02 PM
RE: LF2 - Arcade Empire (beta) - by FerZ - 09-05-2020, 06:45 PM
RE: LF2 - Arcade Empire (beta) - by JCostal - 09-13-2020, 05:23 AM
RE: LF2 - Arcade Empire (beta) - by luminance - 08-24-2020, 03:01 PM
RE: LF2 - Arcade Empire (beta) - by JCostal - 09-28-2020, 03:50 PM
RE: LF2 - Arcade Empire (beta) - by STM1993 - 09-29-2020, 04:45 AM



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