The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Dragon Ball Allstars => Topic started by: Neocide on June 30, 2012, 10:38:46 am

Title: GamePlay Additions
Post by: Neocide on June 30, 2012, 10:38:46 am
I planned a flash battle in the level 3 supers which were going to be allstars, while I still plan on doing all stars, I thought of another two ideas that would work with pursuit attacks and implement flash battle.


Pursuit Final attacks - After the final pursuit attack connects,and the opponent health is at or under 35% and your power bar is at max,by pressing either the power up button for melee final pursuit attack(FPA) or the Ki button for a Ki based FPA.

Power - You will pursue the opponent on the ground after the final pursuit hit, once they get up you'll trigger a flash battle,which consists of quickly speeded fighting,resulting in being seen in a "flash" during moments in the fight you're given range of attack to hit with while the opponent is given a range of ways to dodge. X = low y = mid z = high.3 successful hits ends the flash battle and your opponent.


Ki - most cases you will stay in the air, charge your attack and fire and obliderate the opponent. You will have to go through the motions yourself, each one will be a different test of skill, the first button will test your aim,hit the button in the area to start your power up, followed up by button mashing to raise your power level and right at the peak fire the blast or beam to destroy your opponent.
 

Failing FPA - there are penalties for messing up the buttons, for the melee FPA,if you lose out by the opponent dodging 3 attacks they will do about 20% damage to you and kill you if your at it or lower.In ki it depends on the sequence, if you mess up the first sequence you'll lose a power bar, in the second sequence two power bars and in the third you lose all three and misfire, causing yourself some damage.

edit ---I was thinking of a slow mo sorta effect during the flash battle button input sequences.It would slow down as you had time to pick your range, then it would speed up steadily and show your hit.


what do you guys think?

if you have any suggestions for any other small additional features I'm all ears.
Title: Re: GamePlay Additions
Post by: Seifer Firehart on June 30, 2012, 01:40:16 pm
Ideas are good but it seems that fights will be short. 35% health is pretty much. Slow mo is a good idea as well but it will look odd in mugen unless you will do very smooth moves. From any new features i could suggest is leveled attacks, normal attacks like punches or kicks. In my char I'm doing all attack with 3 levels. You hold the button longer, you get stronger hit. If it doesn't fit to your gameplay, you can make only your pursuit attack leveled or other special. (Budokai Tenkaichi or Raging Blast series)
Title: Re: GamePlay Additions
Post by: Neocide on July 01, 2012, 04:36:56 am
35% is just when your able to do it, it doesn't necessarily mean its going to be successful 100% of the time, although at first I had it for 20% which I might do.

so the leveled attacks is initiated by holding down the button, but last I checked mugen didn't have button sensitivity, so I'm guessing its based off how long the button is held down, which feels like it would disrupt the flow of a fight.