additions to the combat system (Lugaru)
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additions to the combat system (Lugaru)
What do you think would make the combat system better?
say what improvments you think would make combat more enjoyable.
-make it so people die if they are punched/kicked in the front of the neck or rabbit kicked in the head
-add spin kick move for use against multiple opponents
-add the ability to throw people without countering their attacks
-let people run across/up walls
say what improvments you think would make combat more enjoyable.
-make it so people die if they are punched/kicked in the front of the neck or rabbit kicked in the head
-add spin kick move for use against multiple opponents
-add the ability to throw people without countering their attacks
-let people run across/up walls
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I agree. The original Lugaru's diversity and creativity with combat moves was what won me over (I originally downloaded it as a joke, but damn if I wasn't hooked by the end of the turorial), and in the sequel, it should be the main point of focus to expand the combat options.
On a side note, imagine meeting another 'spacer here.
On a side note, imagine meeting another 'spacer here.
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Evil, twisted majeeks.
Separation punch/kick. Right now, kicking is only accessible through a combination of keys, it would be great (imho) to have it accessible directly, thus giving us a straight kick (like the straight punch when standing still), and a stronger punch (forward + punch)
That having been said, I think it has already been mentioned, but it would be really great if you could compose your own combination of moves (I'll use combo from here on out), and as you use it more and more, you can decrease time between the individual moves.
Let's say I want to implement the Woodpecker combo (forgive me, I still love Oni). That would be p, p, p, p, k, k. When I first piece it together, it's slow. So slow that there's no difference between using this combo and another (given the fact that actual 'combos' are implemented at all).
After, say, 100 uses, I gain a fraction of a second between the individual moves. Barely noticeable, but still there. And after that, you could make the number ascend by a non-linear function, probably logarithmic, to have it reach a plateau (but never stop).
Since L1 already discerned users, you could build 'chars' that differ in their style of fighting. This would add an RPG aspect to the game that cannot be measured like 'skills' or 'stats', but rather by the aptitude of players (judging the right time for a combo and also the right place are rather player skill, not hit probability in percent :), and I'm a huge fan of that.
Separation punch/kick. Right now, kicking is only accessible through a combination of keys, it would be great (imho) to have it accessible directly, thus giving us a straight kick (like the straight punch when standing still), and a stronger punch (forward + punch)
That having been said, I think it has already been mentioned, but it would be really great if you could compose your own combination of moves (I'll use combo from here on out), and as you use it more and more, you can decrease time between the individual moves.
Let's say I want to implement the Woodpecker combo (forgive me, I still love Oni). That would be p, p, p, p, k, k. When I first piece it together, it's slow. So slow that there's no difference between using this combo and another (given the fact that actual 'combos' are implemented at all).
After, say, 100 uses, I gain a fraction of a second between the individual moves. Barely noticeable, but still there. And after that, you could make the number ascend by a non-linear function, probably logarithmic, to have it reach a plateau (but never stop).
Since L1 already discerned users, you could build 'chars' that differ in their style of fighting. This would add an RPG aspect to the game that cannot be measured like 'skills' or 'stats', but rather by the aptitude of players (judging the right time for a combo and also the right place are rather player skill, not hit probability in percent :), and I'm a huge fan of that.