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Green Lantern Gameplay (Read 1994 times)

Started by Tony 3rd, August 13, 2009, 06:01:09 am
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Green Lantern Gameplay
#1  August 13, 2009, 06:01:09 am
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I don't know if i'm making this into a wip or not. and its not exactly stuff for idea engineering, so i'm leaving this here.
(small note : i'm using MUGEN's lingo here, so Hyper = Shinkuu hadouken, Shin Shoryken, Omega Optic Blast, etc... and  Super = Hadouken, Sonic Boon, Spinning Birkd Kick, Berserker Barrage, etc.. )

pretty much, i'm thinking on a way of correctly translating the Green lantern abilities to Fighting game mechanics.

the power bar measures the charge of the ring, how much Will Power you have stored on it. every move that uses Will power will deplete it. it does not replenishes trough regular figthing, like the usual power bar. You must recharge it In-game. the battery would be available in-game, and it would have to be held by the player (think of Captain America's Shield, or Vega's Claw. or even Cody's Knife for how that would work).

there are 2 ways of recharging:

1) Syphoning power from the battery: you simply re-charge the ring (like a taunt).  You grab the battery and press taunt. the lantern will peform a random movement, while some power is drawed to the ring.


2) Reciting the oath: you grab the battery and do the oath command (let's say, LP, LP, ->, LK, HP). the lantern is involved into a shield (not that is actually happens, but, for the sake of gameplay). a minigame starts: both P1 and P2 must mash buttons (Samurai Shodown's Sword Clash gameplay). P1 wins if he is able to recite the oath completely. P2 wins if he is able to "break the shield" and prevents P1 from finishing it. if P1 loses, he only gets the ammount of charge he got up to that point. (and P2 will probably be already on his ass, so...). however, if P1 wins, not just he will have 100% power, but he will enter a state i'm calling "Proud Member of the Corps", in which his next move that requires will power will not consume any power whatsoever. any move, from supers to lvl 3 hypers (again. reward that only exists due to gameplay reasons). sure. it sounds cheap, but that would be a reason for the P1 to peform the oath. and for P2 to do everything he can (mash buttons like there is no tomorrow) to prevent it.

Another characteristic is that the power bar would never be actually fully depleted. In the comics, the Power Ring always have a minimum charge in order to take care of its inner systems (Like, connection to the central AI, communication etc...) and also to protect the lantern from mortal damage. Gameplay wise, this means the power bar will always have at least 300 "points", however, you can't actually use them actively. Unless the lantern tries to override it. In a move i'm calling "Supreme Will", the player can input the command (example: LK, LK, <-, LP, HK) he will override the systems to quickly overcharge the ring, for one last powerfull blow. however,once he do this, he fucks up the ring, which become useless. meaning: he will no longer be able to do ANY ring based moves. and he will take double the usual damage, since he no longer has the ring to protect him.

this forces the creator of the character to think of something no one actually thinks when creating a green lantern: moves that don't actually use the ring. just because you have "every weapon concieved by your imagination" on your middle finger, its does not mean that is the only thing you can do!

there is also a small healing hability, that will kick in if the player stays long enough in a defensive stance, or just still. nothing too extreme to make him undefeatable. just quick enough to make the player a die-hard one.


and now let's talk about the moves.

Non-ring moves work the usual. with the exception that they don't do shit to the powerbar. (since its the charge of the ring). this could make Hypers that don't use the ring unavailable. a smaller bar, which would work like traditional powerbar, could be the answer to that (note that "smaller" here is being used in every sense of the word: both sprite-wise and "content-wise". "will power charge" bar would have a max value of 5000, while "powerbar" would have a max value of 1000, for example)  these Hypers would deal way less damage than the Hypers that use the ring.

Ring moves consumes will power, and if they hit, they don't replenish it.

Supers works on a small variation of the good old EX system we all know and love, and each level impacts how strong the construct is, and how much will power will be on it. :

lvl 1: done by doing the super move with either Low or Medium punch/Kick. in this level, the construct is quite weak, as in a simple normal move combo  be able to destroy it (or a really strong punch/kick). and the damage is low. however, it is extremely fast to build.
low comsuption of will power.

lvl 2: done by doing the super move with the strong punch/kick. its needs to be hit by a regular super or something higher to be destroyed. damage, as well the time to build it, is moderate.
mid comsuption of will power.

EX Lvl: done by doing the super move with any combination of 2 punch/kick. pratically, only hypers can destroy this thing, but a couple of really strong supers might do the job. high consuption of will power, almost reaching what hypers consume. needless to say, it takes quite the time to build one of these. almost a hyper, however, when it comes to hypers, GL are on another lvl whatsoever.

notice that the constructs can be anything from your regular fireball, to a wall of steel appearing on the middle of the fight. the "strenght" of it totaly depends on the level of will power your are willing to use.

Defensive moves, such as shields and the like, would use charge commands, and the construct would keep active as long as the player is holding the buttons, or as how much damage it can take. if the player activate a strong shield, kepping it active would be a good way to make the "healing" from the ring kick in.

of course, if P2 manages to destroy the construct, things will be bad of the GL.

when it comes to the Hypers, things change a bit.

most hypers would require insane ammounts of Will power, almost depleting the ring (some even leaving them with just the "System's reserve"). this is how stuff work:

Lvl 1: damage wise, its a EX lvl super. however, it has enough will power to make it indestructible. (but not unblockable).

both lvl 2 and Lvl 3 are actually what you can consider a "hyper". they require a large ammount of will power and do insane damage to the opponent. you won't be able to use 2 of these with a single charge. however, the opponent can still block a lvl 2 hyper.

you can turn a Lvl2 hyper into a Lvl 3 hyper mid move. just mash buttons rapid enough to syphon more will power into it. if you can do it before the move ends, the lvl 3 hyper version will starts. you will need to recharge after it.

lvl 3 supers are unblockable. but you also can't do more than 1 per charge (and you will neeed a full charge to do it). some Lvl 3 might even use the "system's reserve", making the ring uselless after it (and we all know what this means). so, when doing one of these, make it count.


on the spoiler, my toughts on how the other corps would work.

Spoiler: about the other corps (click to see content)
Last Edit: August 13, 2009, 06:51:07 am by Tony 3rd
Re: Green Lantern Gameplay
#2  August 13, 2009, 12:16:25 pm
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I don't know if i'm making this into a wip or not. and its not exactly stuff for idea engineering, so i'm leaving this here.

This totally belongs in that section.
If the admins/mods hadn't decided to name it after a forum in-joke and treat it like discardable newbie fodder like Requests, then topics like yours could be handled more seriously there, where they belong.
It's not too late to salvage it, perhaps renaming it to Brainstorming or something...

Quote
the power bar measures the charge of the ring, how much Will Power you have stored on it. every move that uses Will power will deplete it. it does not replenishes trough regular figthing, like the usual power bar. You must recharge it In-game. the battery would be available in-game, and it would have to be held by the player (think of Captain America's Shield, or Vega's Claw. or even Cody's Knife for how that would work).

Isn't the battery about as big as someone's head? You usually don't see GLs carrying it around... keeping a construct around to hold it safely nearby could work though, provided there's enough power left to have it carrying it to the character when needed...

Quote

there are 2 ways of recharging:

1) Syphoning power from the battery: you simply re-charge the ring (like a taunt).  You grab the battery and press taunt. the lantern will peform a random movement, while some power is drawed to the ring.


2) Reciting the oath: you grab the battery and do the oath command (let's say, LP, LP, ->, LK, HP). the lantern is involved into a shield (not that is actually happens, but, for the sake of gameplay). a minigame starts: both P1 and P2 must mash buttons (Samurai Shodown's Sword Clash gameplay). P1 wins if he is able to recite the oath completely. P2 wins if he is able to "break the shield" and prevents P1 from finishing it. if P1 loses, he only gets the ammount of charge he got up to that point. (and P2 will probably be already on his ass, so...). however, if P1 wins, not just he will have 100% power, but he will enter a state i'm calling "Proud Member of the Corps", in which his next move that requires will power will not consume any power whatsoever. any move, from supers to lvl 3 hypers (again. reward that only exists due to gameplay reasons). sure. it sounds cheap, but that would be a reason for the P1 to peform the oath. and for P2 to do everything he can (mash buttons like there is no tomorrow) to prevent it.

Would this 2nd alternative allow a player to interrupt an opponent's moves?... it might become a bit of a broken tactic then...

Something simpler comes to mind - use the "taunt"/charge button to reload linearly as described, as it might work in an AoF or DBZ game, but preceding it with a specific command triggers an attempt at the full oath, which if inihed comletely fills the bar and enters that special state - think Dan's super taunt or something of the sort, (QCF)QCF+taunt/charge.

Since GLs should be able to create simple contructs a low-consumption specials, a vlaid tactice could be to spam the screen with lots of them to stall the opponent, preferable after he's hit the floor, which might help provide enough time for the oath to be finished.

Quote
Another characteristic is that the power bar would never be actually fully depleted. In the comics, the Power Ring always have a minimum charge in order to take care of its inner systems (Like, connection to the central AI, communication etc...) and also to protect the lantern from mortal damage. Gameplay wise, this means the power bar will always have at least 300 "points", however, you can't actually use them actively. Unless the lantern tries to override it. In a move i'm calling "Supreme Will", the player can input the command (example: LK, LK, <-, LP, HK) he will override the systems to quickly overcharge the ring, for one last powerfull blow. however,once he do this, he fucks up the ring, which become useless. meaning: he will no longer be able to do ANY ring based moves. and he will take double the usual damage, since he no longer has the ring to protect him.

No point in keeping part of the bar available if it won't be used - you're better off keeping an icon on-screen displaying the state of the ring, for example:
- regular ring - all OK, default state
- (extra) glowing ring - Sumpreme Will/overcharge mode
- (yellow) cross over the ring / grey ring - it's dead Jim
Quote

this forces the creator of the character to think of something no one actually thinks when creating a green lantern: moves that don't actually use the ring. just because you have "every weapon concieved by your imagination" on your middle finger, its does not mean that is the only thing you can do!

The normal moves should do fine... Wasn't thre an issue where Guy Garner and Hal Jordan got in a fist-fight since they had opposite colour rings (Guy had a yellow one then) which made them useless against each other?

Quote
there is also a small healing hability, that will kick in if the player stays long enough in a defensive stance, or just still. nothing too extreme to make him undefeatable. just quick enough to make the player a die-hard one.

Standing absolutely still, maybe also simply walking back hould work - any form of dashing or jumping would imply effort that might cancel the effects of healing.

Quote
and now let's talk about the moves.

Non-ring moves work the usual. with the exception that they don't do shit to the powerbar. (since its the charge of the ring). this could make Hypers that don't use the ring unavailable. a smaller bar, which would work like traditional powerbar, could be the answer to that (note that "smaller" here is being used in every sense of the word: both sprite-wise and "content-wise". "will power charge" bar would have a max value of 5000, while "powerbar" would have a max value of 1000, for example)  these Hypers would deal way less damage than the Hypers that use the ring.

Why use an extra power bar when you can give those moves some disadvantages that makes using them outside most circumstances unwise? Powerful but slow moves, for example. Or that drain a small portion of the GL's _life_ bar on impact.

This reminds me of a point made in a book I got on Street Fighter that helped put specials in context - in SF1 they were made available through secret, (back then) awkward motions so they wouldn't be used often, as an alternative to having, for example, a limited number of "bomb" attacks to use in a shoot-em-up to get you out of a tight spot. Instead of having your access to an attack limited by an arbitrary number, you have a ticky motion to perform, and to make sure it's performed at the right time, since it still has disadvantages (some vulnerability) if you miss, or that'd be all you'd use due to its rewards (damage, range, priority, not being directly at risk if you're using a projectile, etc...).

This really puts into perspective something like Zangief's SPD - it's a very strong move, but to pull it off you have to be dangerously very close to your opponent AND perform a tricky motion. His gameplay can revolve around trying to pull it off, since it's quite rewarding, but it's not a magic button you can pull off every time, since the circumstances are fairly tight, and failure of execution can work against you (ex: jump accidentaly due to the mistimed 360º and the initial frames of the jump can open you up for some punishment).

Just something to consider for ring-less specials... the ring is already the "bomb" ,which can even be reloaded...

Quote
Supers works on a small variation of the good old EX system we all know and love, and each level impacts how strong the construct is, and how much will power will be on it. :

lvl 1: done by doing the super move with either Low or Medium punch/Kick. in this level, the construct is quite weak, as in a simple normal move combo  be able to destroy it (or a really strong punch/kick). and the damage is low. however, it is extremely fast to build.
low comsuption of will power.

lvl 2: done by doing the super move with the strong punch/kick. its needs to be hit by a regular super or something higher to be destroyed. damage, as well the time to build it, is moderate.
mid comsuption of will power.

EX Lvl: done by doing the super move with any combination of 2 punch/kick. pratically, only hypers can destroy this thing, but a couple of really strong supers might do the job. high consuption of will power, almost reaching what hypers consume. needless to say, it takes quite the time to build one of these. almost a hyper, however, when it comes to hypers, GL are on another lvl whatsoever.

Won't move priority play a factor outside the normal/special/super factor?
A character whose supers or special are all throw-based is screwed, and depending on the game, a normal move or special can be unblockable, but make up for it with a long delay... factors like those can reflect how powerful an attack is supposed to be, and with it their ability to affecta construct, I'd say...

Quote
notice that the constructs can be anything from your regular fireball, to a wall of steel appearing on the middle of the fight. the "strenght" of it totaly depends on the level of will power your are willing to use.

Defensive moves, such as shields and the like, would use charge commands, and the construct would keep active as long as the player is holding the buttons, or as how much damage it can take. if the player activate a strong shield, kepping it active would be a good way to make the "healing" from the ring kick in.

Or  to trigger the full oath.
I like the button holding thing - makes the willpower thing more pysical for the player. It's at least more reasonable the for this actual type of move than for something like a MK fatality.. (I thin Shang Tsung did the Kintaro fatality like this IIRC, which was pretty messed up...)

Quote
you can turn a Lvl2 hyper into a Lvl 3 hyper mid move. just mash buttons rapid enough to syphon more will power into it. if you can do it before the move ends, the lvl 3 hyper version will starts. you will need to recharge after it.

Please don't encourage mashing, spare our keyboards and commands... how about specific motions being performed a certain number of times?
Where the hell is Iced when you need him?
#3  August 13, 2009, 07:32:46 pm
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Where the hell is Iced when you need him?
Re: Green Lantern Gameplay
#4  August 14, 2009, 11:08:28 pm
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Isn't the battery about as big as someone's head? You usually don't see GLs carrying it around... keeping a construct around to hold it safely nearby could work though, provided there's enough power left to have it carrying it to the character when needed...

your idea looks to me as right as having Alfred handing batarangs to Batman midfight... however, I think  got something that would be even comic book faithful. check the answer for re-charging gameplay.




Would this 2nd alternative allow a player to interrupt an opponent's moves?... it might become a bit of a broken tactic then...

Something simpler comes to mind - use the "taunt"/charge button to reload linearly as described, as it might work in an AoF or DBZ game, but preceding it with a specific command triggers an attempt at the full oath, which if inihed comletely fills the bar and enters that special state - think Dan's super taunt or something of the sort, (QCF)QCF+taunt/charge.

Since GLs should be able to create simple contructs a low-consumption specials, a vlaid tactice could be to spam the screen with lots of them to stall the opponent, preferable after he's hit the floor, which might help provide enough time for the oath to be finished.

good idea. however, this still don't solve the problem of How the battery would get there in the first place and I want to avoid it "magicaly" appearing on the hand of the GL, as it happen currently on the one made by the MvsDC project.

sometimes on the comic (specially if the action happens somewhere close to GL's House), the lantern can use the ring to literally pick up the battery and bring it to him.

So, this is preety much what would happen. a construct (which one would depend on what GL you are making) would bring the battery to the GL. P2 could even try to hit the construct, and make the battery fall to the ground (cody knife mechanics take place). once the GL grabs the battery, he can recharge (but, of course, would have to drop the battery to continue fighting. this time, he could create something to hold the battery.). in case of doing the oath, its up to the player to figure out how he will get enough time. if he is successful on the oath, "proud member of the corps" kicks in.


but, I don't know if giving "Bring the Battery" its own command would be right. its a move that is done on very specific situation, and does not even actually defend of attack. maybe pressing taunt for the first time brings the battery, pressing again quick recharges (1st mechanic) and doing 2XQCF + taunt do the oath. the "Battery Holder" would appear after you complete the first charge.

No point in keeping part of the bar available if it won't be used - you're better off keeping an icon on-screen displaying the state of the ring, for example:
- regular ring - all OK, default state
- (extra) glowing ring - Sumpreme Will/overcharge mode
- (yellow) cross over the ring / grey ring - it's dead Jim

Nice. that could actually evolve into a nice screenpack interaction. and would draw more attention to the feature then my idea.


The normal moves should do fine... Wasn't thre an issue where Guy Garner and Hal Jordan got in a fist-fight since they had opposite colour rings (Guy had a yellow one then) which made them useless against each other?

Actually, Yellow ring always had the upper-hand on the Green. Green once had a weakness against the color yellow, but Yellow never had a weakness against the color green. In fact, Yellow actually seemed to have infinite charge. this happened because a yellow impurity inside the main battery in OA. the Yellow ring used this impurity to recharge itself everytime it was near a GL ring. and the impurity weakened the Green ring against anything yellow.

and you don't need reasons to enter a fist fight with Guy.  :P


anyway, my problem here are the other MUGEN characters.  even tough "overcharge" is supposed to be a last resource kind of thing, it would unbalance the fight towards the opponent. maybe I'm being too nice, but I'd like to have a chance to beat my opponent even if my main weapon went to the scrapyard.



Standing absolutely still, maybe also simply walking back hould work - any form of dashing or jumping would imply effort that might cancel the effects of healing.

when i said "defensive stance" i was talking exactly about that. both standing still and walking backwards.



Why use an extra power bar when you can give those moves some disadvantages that makes using them outside most circumstances unwise? Powerful but slow moves, for example. Or that drain a small portion of the GL's _life_ bar on impact.

This reminds me of a point made in a book I got on Street Fighter that helped put specials in context - in SF1 they were made available through secret, (back then) awkward motions so they wouldn't be used often, as an alternative to having, for example, a limited number of "bomb" attacks to use in a shoot-em-up to get you out of a tight spot. Instead of having your access to an attack limited by an arbitrary number, you have a ticky motion to perform, and to make sure it's performed at the right time, since it still has disadvantages (some vulnerability) if you miss, or that'd be all you'd use due to its rewards (damage, range, priority, not being directly at risk if you're using a projectile, etc...).

This really puts into perspective something like Zangief's SPD - it's a very strong move, but to pull it off you have to be dangerously very close to your opponent AND perform a tricky motion. His gameplay can revolve around trying to pull it off, since it's quite rewarding, but it's not a magic button you can pull off every time, since the circumstances are fairly tight, and failure of execution can work against you (ex: jump accidentaly due to the mistimed 360º and the initial frames of the jump can open you up for some punishment).

Just something to consider for ring-less specials... the ring is already the "bomb" ,which can even be reloaded...

you know.. that is actually a better idea. still makes hypers unavailable, but thinking it trough, its not like anyone will start the fight using "Supreme Will".

Won't move priority play a factor outside the normal/special/super factor?
A character whose supers or special are all throw-based is screwed, and depending on the game, a normal move or special can be unblockable, but make up for it with a long delay... factors like those can reflect how powerful an attack is supposed to be, and with it their ability to affecta construct, I'd say...

that is actually a problem, but I don't find any other solutions beyond re-educating the entire MUGEN community to create a "Universal Hit Priority standard". some characters will have normals that can destroy a GL's EX move on impact, for instance.

the best one can do is test the move against as many different characters possible, and do priority values based on that.



Or  to trigger the full oath.
I like the button holding thing - makes the willpower thing more pysical for the player. It's at least more reasonable the for this actual type of move than for something like a MK fatality.. (I thin Shang Tsung did the Kintaro fatality like this IIRC, which was pretty messed up...)

that is why I tought that moves like shields should have charges. this would give the player the right feedback.

as for the oath, i'm on the fence about using a charge to do it. for the demise of keyboards everywhere, i think mashing buttons is more appropriate for the tension of doing an oath mid-battle.


Please don't encourage mashing, spare our keyboards and commands... how about specific motions being performed a certain number of times?

now that you mention... maybe a series of inputs during the move (like Lilith's hyper on VS) could do it better...
Re: Green Lantern Gameplay
#5  August 15, 2009, 12:27:04 am
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Isn't the battery about as big as someone's head? You usually don't see GLs carrying it around... keeping a construct around to hold it safely nearby could work though, provided there's enough power left to have it carrying it to the character when needed...

your idea looks to me as right as having Alfred handing batarangs to Batman midfight... however, I think  got something that would be even comic book faithful. check the answer for re-charging gameplay.

An image that came to mind after rading a later part of your post was Nakoruru's hawk, who's flying on-screen all the time, but only actualy gets used on a few occasions... and now that I think about it, Ryu's bag, at least in one of PotS's versions of Ryu (haven't really picked it up or gotten updates in a while, I remember a version doing and a later one perhaps not...), since it'd start the fight in a specific spot, and got kicked around, at least once to the floor during a fight, if I'm not gettnig things cofused.
Basically, having a more or less safe spot for the battery on-screen, at least at the beginning or a match, and having it moved about as needed,

Some situations come to mind:

- it stays on the floor, behind the GL at the beginning of the fight, but attacks low enough to reach it can move it about, risking getting it off screen (although it might be viable to use the ring to pick it up again); if the GL is close enough to it, using the taunt/charge button charges the ring.

- having it perpetually floatin on a construct outside the opponent's reach (think Nakoruru's hawk again), and the charge command bring the battery to the GL, but returns it to where it was when the charging ends.

- both of the above apply, maybe allowing the "holding construct" to be hit by the oppnent so it can drop the battery to the floor, and you use the charge button for more commands, for example:

* charge/taunt: if he's standing by the battery, picks it up; if he's holding it, charges the ring

* QCB + taunt/charge: if he's standing by the battery or holding it, creates a construct to send it floating behind him; if the battery's already on a construct, brings it to him

* QCF + charge/taunt: creates a construct to pick up the battery whereever it is to bring it to him - use the button a 2nd time after the battery's already on the construct to put it in the "floating safely behind" state; this one gets a different command, since the distances are a bit more variable, so so is the duration of the transportation; and maybe, if he's holding the battery, he simply drops it to put it back on the floor - I don't see why anyone would do this, but theoretically it'd keep all options open... probably not really necessary...

* any other distinguishable command, like QCF,QCF + charge/taunt: GL oath

I guess it can get a bit complex, but if the battery has to be a factor...


Quote

Won't move priority play a factor outside the normal/special/super factor?
A character whose supers or special are all throw-based is screwed, and depending on the game, a normal move or special can be unblockable, but make up for it with a long delay... factors like those can reflect how powerful an attack is supposed to be, and with it their ability to affecta construct, I'd say...

that is actually a problem, but I don't find any other solutions beyond re-educating the entire MUGEN community to create a "Universal Hit Priority standard". some characters will have normals that can destroy a GL's EX move on impact, for instance.

the best one can do is test the move against as many different characters possible, and do priority values based on that.


Well, unblockable non-throws should have a decent chace at a break, there are about 3 types of moves (normal, special, super), and priority goes from 1 to 7 according to the docs - if all those can be checked in an opponent's attack state (not sure about that), maybe it's possible to come up with some kind of point system to figure out the odds of a break...

For example, needing 6 points to actually affect the construct: ublockable means means 3 points, normal means 1, special 2, super 3, then you floor(priority/2), and add them all up.

Quote

Or  to trigger the full oath.
I like the button holding thing - makes the willpower thing more pysical for the player. It's at least more reasonable the for this actual type of move than for something like a MK fatality.. (I thin Shang Tsung did the Kintaro fatality like this IIRC, which was pretty messed up...)

that is why I tought that moves like shields should have charges. this would give the player the right feedback.

as for the oath, i'm on the fence about using a charge to do it. for the demise of keyboards everywhere, i think mashing buttons is more appropriate for the tension of doing an oath mid-battle.

BTW, but button holding I don't mean a direction, as in a charge move, I mean keeping the relevant attack/construct button held after you've performed the motion - having to maintain that position while losing access to other moves that use that button seems tense enough to me...

BTW, are you setting a button aside just for constructs, since they're such a big deal for a GL? In principle it makes sense to me, if something's important enough for the mechanics, it should get its own button so it won't mess up and turn into a regular attack when it matters.
Re: Green Lantern Gameplay
#6  August 15, 2009, 12:36:50 am
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as far as weaponless fighting, maybe giving them some specific moves based on their origins...
In Hal jordan, he was a pilot so I guess sonicboom and flash kick.
On Guy gardner he used to be a boxer (if im not mistaken) megaton punch
For Kyle.. he used to be an artist.. so.. huh... Charging star.

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BTW, are you setting a button aside just for constructs, since they're such a big deal for a GL? In principle it makes sense to me, if something's important enough for the mechanics, it should get its own button so it won't mess up and turn into a regular attack when it matters.
I liked the cyclops solution, where the heavy punch was a minor beam use.
Re: Green Lantern Gameplay
#7  August 15, 2009, 12:42:34 am
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There were a handful of ways to use cyke's beams in the Marvel games, but with the GL ring being so much more flexible in its uses, I even wonder if a single buttons would be enough...

Hal Jordan may be kinda legendary in the fandom, but turning him into Guile just feels odd....