The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => Hogwarts: The Dueling Club, 1942 => Topic started by: Liquid Jake on December 11, 2010, 06:42:08 pm
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Hex
Mucus Vespertilio, Bat boogers
Aeneus, Turn opponent to bronze
Duro, Turn opponent to stone
Porcus Nates, Gives opponent a pig's tail
Salvio Hexia, Temporary protection from hexes
Curse
Confringo, Makes opponent explode into flames (Castable at levels)
Conjuctivitus, Blinds opponent
Expulso, Causes an explosion (Castable at levels)
Furnunculus, Covers opponent in boils
Densuageo, Gives opponent big teeth
Protego Horribilus, Protection from curses (Castable at levels)
Jinx
Spiculum Morsus, Stings opponent
Impedimenta, Trips opponent
Aurita Cerebella, Causes jelly brain
Arcus, Shoots an arrow
Oppugno, Makes any conjured object attack
Deprimo, Wind
Salvio Jinxi, Protection from jinxes
Charm
Confundo, Causes opponent to become confused
Aguamenti, Shoots a jet of water (Castable at levels)
Accio, Gets an object (your wand, if unarmed)
Diffindo, Cuts opponent (Castable at levels)
Expelliarmus, Disarms opponent (Castable at levels)
Immobulus, Freezes opponent (Castable at levels)
Mobiliarbus, Throws an object
Stupefy, Push opponent back (Castable at levels)
Avis, Conjures birds
Wingardium Leviosa, Lifts your opponent up
Effasmus, Conjures spider webs
Evanesco, Turn invisible
Appereo, Turn visible
Protego, Protection from charms (Castable at levels)
A different move for each different "level" that such spells can be cast at makes a total of 50 moves. Plus, each character will have at least one unique spell and one unarmed attack. If you're unarmed then that attack and Accio, to retreive your wand, will be the only things you can do.
Four seperate movelists, one for each house. At least, that's the plan...
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Not to sound rude or anything, but wouldn't it be better for each character to have an entirely unique list of spells and play differently, instead of having just 4 unique playstyles and some clones? Just sayin'...
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That's not rude, that's feedback. Thanks.
Technically, it would be better. But it's a kid's game, and it would be 500 different moves then. I'll have the movelist on the pause screen, and odds are, they'll never really memorize them anyway. But it's easier for them to play, and easier for me to make, if the moves are all the same.
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yeah and you can even give them each a few different attributes, so that some characters hit harder, others faster, while using the same spells.
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You should make the effects with After Effects or a similar program. Almost like DragonClaw
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I'm using Particle Illusion for the new spell effects, plus borrowing a few existing SNK sprites.
I like the attributes idea; I think the characters will have different damage multipliers, walking speeds, jumping height and power bar charge speeds and their individual spells (projectiles) will have different speeds and hitdef damages. That should make everyone play just a little differently, even though they're essentially clones.
Thanks.