Okay so, the prototype is up, I want feedback on my design.
http://www6.zippyshare.com/v/48814966/file.html
Plus I just want to point out a few things:
WARNING
- This character is currently being developed in Mugen 1.0, there may be unforseen bugs when played in any other version. there may be bugs
- Character is half-sized so platforming (ie. standing on ice clones) can be tested --> will make it sizable for the beta release
- darkside chameleon combo system is being worked on, right now, 1 attack command will result in 5 extra hits, this will be reduced to 1 attack
- command yeilding only 2-3 extra hits (like in elemental chameleon)
- Transforms are incomplete working on spriting attacks (MAJJJJOR HEADACHE BLAH)
- many moves deal no damage where they should
Design Feature: Auto combos
Auto combos are a new type of combo that is condition based, instead of hit-based. there are only 2 auto combos right now. try this:
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- Force Ball Auto Combo: Harpoon pull P2 into a standing ice clone
- Ice Clone Auto Combo: uppercut P2 into a highly positioned ice clone
Design Feature: Combination projectiles OP????
well yes and no, it may seem that combination projectiles are overwhelming, but in a real game, it's very unlikely you'll get a chance to combine ...
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an advanced projectile. A valuable element in mugen is the expenditure of time. the time you spend making a combination projectile, gives the opponent equal time to destroy it. the opponent would literally have to be standing still for 3-4 seconds to allow you to create an advanced combination projectile.to some degree, this is a good way to get past AI that is badly programmed, or characters that blocks/defends all day.
Design Feature: EwW, Why is there only 1 attack button?
Why are there 6? Do we really NEED that many buttons? isn't it frustrating when you find a mugen character with no movelist, and you have to go...
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through 50+ combinations of commands? well, what if we could streamline process, decrease the learning curve by having only 1 button to figure out. With chameleon, every command will result in something, knowing how that move gives you an advantage is the difference (between keyboard spam and mastery). Chameleon players should focus on strategy and timing instead of memorizing a complicated move list.
okie dokie, excited to hear your opinions! please advise.
Movelist
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