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[Char] Kezeal
#1
Introduction
Time and time again I've tried to create a LF2 character, but I've failed every single time. Partly, because I was still in the phase of "ooh, a new thing!", and partly because the character didn't really have the "ooomph" that I was looking for. I went through an extensive thinking period, and I got a strong idea, but I'd like some advice(and of course feedback when I start showing off the actual progress) about the character.



Description
The character's name is Kezeal. He has two powers - telekinesis, and teleportation. Basically movement, be it him or something else.

The way he is supposed to play is that he is good at keeping enemies away(and himself alive), but he doesn't stack up that much damage. I'm trying to find a balance between "untouchable" and "vermin". I'd love if the character would need a high level of skill to play well.
Perfect image in mind: After a lot of practice, the player can repel anything thrown his way, even multiple opponents at once, killing them off slowly, because he has to keep them away from himself to avoid getting damaged.

So far I've coded in 1 attack, his main A attack. It's like a monk's D>A, but weaker and range is changed. Also, mana cost adjusted so you could us it more than twice a minute. What I started liking instantly was that he does more damage up close, despite his point being keeping the opponent far from him. That means that if he wants to do more damage, he has to risk with the opponent climbing up to his face.

In the terms of attitude, he doesn't give off any vibe. Because he uses his mind to attack, he doesn't move arms to move objects(part of character's background, but noone probably cares). As I started coding the first attack, I realised that spriting him would be fairly simple. He doesn't need special attack sprites(but I will eventually probably get him something to show that he's doing something), other than the blastpush "sparks" indicating that something is coming. This is prone to change, because it may be a bit too powerful if opponent can't see any attack coming before it's too late.

I also planned to have him in a button-down formal black shirt, with black formal pants or blue jeans, and dress shoes.
Haircut would be slick back hair(like in those old mafia movies)



Movelist
Here are my current thoughts about his attacks. His main attack(A) is the only one that I doubt could become better for his character/attitude.

A: Short range push(Similar to Monk's D>A, but weaker and range is about the same as Rudolf's A)
D>A: Louis EX's push
D^A: Grab enemy in front telekinetically, throw him over player's head, causing only minor damage
DvA: Grab enemy in front telekinetically, raise him, lower him fast down onto the ground
D>J: Grab enemy in front telekinetically(A to push him away quite far, no damage. J to push him directly up quite a bit, no damage. D to release. If A is pushed right after D, then D^A follows)
DvJ: Push away everyone around you, only minor damage
D^J: Henry's flute attack, but somehow telekinetical-way

AD: Teleport to friend
AJ: Teleport to enemy

Holding D holds a shield in front of him that repels anything.
J slightly higher, can use ^J, vJ, >J or <J midair to get a quick boost that way.
Run+D leaves behind a clone(like Julian).
Run+J flies the character about twice as far as regular characters(can be stopped with midair jump movements, or even boosted)


Most of these are just first things that came to mind. So far, what I like most are A, teleports, and holding defend to keep a repelling shield in front of him.
His AD and AJ teleports leave an afterimage as well, just like run+D.




Screenshots
Coming when I've created more of what to show!(first I'd need definite attacks to code)



Download
Coming later!


Credits
STM1993 helped me with coding the basic attack
Doctor A helped me with picking up items with Punch
Bamboori and Ramond helped me with disabling Super Punch

That's it so far, hope to add more of you people to this list.
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#2
Progress report:
Created A attack, needs some balancing of mana and damage
Created D>A attack. Identical to Louis EX's, so I'm assuming it's fairly balanced.
Created D^J attack. Identical to Henry's flute, so once again assumed balanced.
Created AD teleport. Leaves behind an afterimage. May still work a bit on timing as the afterimage stays about as long as it takes to teleport away from the location.
Created AJ teleport. Same as previous.

Those are only code-sided. They have no fancy or pretty sprites attached to it. Most are just template's stance.
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#3
I think the project would be more interesting if you'd make new moves however, instead of using existing ones.

If you don't want to show screenshots yet, could you show us at least 1 picture of the character so that we know what you're working on and we can give feedback? :)
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#4
He did right starting simple I think.

Quote:Created D>A attack. Identical to Louis EX's, so I'm assuming it's fairly balanced.
Created D^J attack. Identical to Henry's flute, so once again assumed balanced.
I just want to note that it isn't really the move that is to be called balanced. It is the variety and the flow of these moves together that makes their character be considered balanced or not.
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#5
(03-02-2015, 06:42 PM)Memento Wrote:  I think the project would be more interesting if you'd make new moves however, instead of using existing ones.

If you don't want to show screenshots yet, could you show us at least 1 picture of the character so that we know what you're working on and we can give feedback? :)

I'm planning to make his attacks weaker than the existing ones. His main attack will be used mostly for pushing back opponent and keeping projectiles away. D>A is used for damage.
He does have new moves. 4 of them. Also, he'll have a different defend and can get extra mobility midair, if all goes well.

I'm very open for suggestions though. His abilities can be summed up with "gets close, pushes away". That 4 word phrase is the core of the character itself in more than just his abilities.

(03-02-2015, 07:01 PM)Doctor A Wrote:  He did right starting simple I think.

Quote:Created D>A attack. Identical to Louis EX's, so I'm assuming it's fairly balanced.
Created D^J attack. Identical to Henry's flute, so once again assumed balanced.
I just want to note that it isn't really the move that is to be called balanced. It is the variety and the flow of these moves together that makes their character be considered balanced or not.

So, without that flow the powers would be underpowered by that logic? Or if the combination I pick has a better flow with the moves, then it's overpowered?
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