(08-02-2020, 02:07 PM)Memento Wrote: I need your opinions On the subject: new general moves & inputs
(1) Should we add a new input [defend + attack] to most/all characters, to counter from the 'defend hit' frames? [yes/no]
The effectiveness and kind of countermove depends on the character, and we're aiming to maintain game balance.
(2) Should we make use of a hit_a tags with special moves, i.e. Henry's D>A, to allow some characters for a slower but stronger version of a move? [yes/no]
(1) The idea is great. The problem that came across when I trying to implement a similar mechanism was conflicts in the commands (inputs).
For example:
An enemy on your back gonna punch! You turn, defend and press A for a counter-attack. But the character performs a D>A.
OK. You can DataChange to give priority order to execute the counter-attack. But from there comes another question: what if the player wants to use D>A instead of a counter-attack?
Its a nice implementation. But difficult.
(2) For sure.
counter-attack possibility:
I suppose it would be a command that consumes MP (otherwise it becomes overpower and strangle the action), you could implement something like instant-cast. An alternative version of the skill with fast wait values...
?
That is just a suggestion. I don't know if that's what you're looking for.