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[Game clips] Crowd Control interactions
Some quick clone-dummy test stuff.
Reworked all universal get-hit states to have hitboxes and tossed in some hit-data to collide with other enemies (or if the player against friendly allies) when a flag is activated on throws or hits, turning the target into a projectile to bump into or knockdown other allies pending if they were hit-sliding or thrown. Damage down is based on the enemy's "weight" constant. I'm also working on a weight-based throw/knockback affect threshold thing too, Heavy enemies won't get thrown as far, but light ones get yeeted.
Also reworking the "bursts" into more "defensive specials" that are used as a more universal crowd control option. Gejhi's Dark Force now affects every entity it hits differently, to put them all into the same general space in front of him. Aurumo's is likely just going to scatter them away.
So far for Gejhi and Aurumo is that I'm keeping their architypes generally the same, where Gejhi will be great as a rush-down for individual target damage output and Aurumo better for big beefy disjointed attacks that better control multiple targets and locks down some space more defensively.
Item interaction is soon to be worked on, as I also drafted up the first boss enemy concept sprite, who will have a weapon built - a boomerang - in that the player characters can also catch and throw back at him. He'll be able to catch it too if he's in an idle state.
So, moving Rael over and adding in some item interaction code is next. I'm going to need to figure out exactly how I'm gonna go about handling items in terms of sprite layering. I know I'll need some new animations for using them. Gonna start simple for now a swinging item, a small throwing item, and a consumable. I guess from there, different classes of swinging items (knife-type vs pipe-type). Eventually, there will be "preferred" items for characters. When A character has an item they "like" they will have a unique F,F,x attack and specials enhanced by them, standard weapon attacks will also be generally better/stronger when with a preferred item. Example, Gejhi with a knife-like will have a better version of dash attack and forward special.
Rael, I'm unsure exactly how I plan to translate her over, but the air-fighter gimmick is staying for her. I might also give her more of an emphasis on being very good with items, having some kind of general perk when using any of them. Maybe base combat kinda weak, but cracked with items.
Reworked all universal get-hit states to have hitboxes and tossed in some hit-data to collide with other enemies (or if the player against friendly allies) when a flag is activated on throws or hits, turning the target into a projectile to bump into or knockdown other allies pending if they were hit-sliding or thrown. Damage down is based on the enemy's "weight" constant. I'm also working on a weight-based throw/knockback affect threshold thing too, Heavy enemies won't get thrown as far, but light ones get yeeted.
Also reworking the "bursts" into more "defensive specials" that are used as a more universal crowd control option. Gejhi's Dark Force now affects every entity it hits differently, to put them all into the same general space in front of him. Aurumo's is likely just going to scatter them away.
So far for Gejhi and Aurumo is that I'm keeping their architypes generally the same, where Gejhi will be great as a rush-down for individual target damage output and Aurumo better for big beefy disjointed attacks that better control multiple targets and locks down some space more defensively.
Item interaction is soon to be worked on, as I also drafted up the first boss enemy concept sprite, who will have a weapon built - a boomerang - in that the player characters can also catch and throw back at him. He'll be able to catch it too if he's in an idle state.
So, moving Rael over and adding in some item interaction code is next. I'm going to need to figure out exactly how I'm gonna go about handling items in terms of sprite layering. I know I'll need some new animations for using them. Gonna start simple for now a swinging item, a small throwing item, and a consumable. I guess from there, different classes of swinging items (knife-type vs pipe-type). Eventually, there will be "preferred" items for characters. When A character has an item they "like" they will have a unique F,F,x attack and specials enhanced by them, standard weapon attacks will also be generally better/stronger when with a preferred item. Example, Gejhi with a knife-like will have a better version of dash attack and forward special.
Rael, I'm unsure exactly how I plan to translate her over, but the air-fighter gimmick is staying for her. I might also give her more of an emphasis on being very good with items, having some kind of general perk when using any of them. Maybe base combat kinda weak, but cracked with items.
Category Artwork (Digital) / Fantasy
Species Original Species
Size 512 x 296px
File Size 7.36 MB
Yeah, during the actual throw, I'll probs keep the I-frames I just. Defensive special will likely cost a bar. I'm going to be keeping the super meter system but reworking it to handle some special-related things and supers. Guard-canceling with specials will be an option, but if gettin hit, I might break the normal convention, and make it that your way to get them off you is to defensive-tag to the other character.
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