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.
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.