post #1
05 October 2006, 01:31 UTC#1
Here is an idea im playing around with reguarding the stand alone game im working on.
What if, instead of using the special meter purely for specials. Why not have new moves become available as your meter rises?
So it would look like this......
Level 0
All basic moves
One projectile or some kind of equal attack
Level 1
All basic moves
Another type of projectile to add to the previous one (or an stronger version of the original)
access to more moves by using back and an attack
Level 2
All previous moves
The ability to press forward and an attack to have an even bigger library of moves.
A few more special attacks
Level 3
Access to all level 1-3 moves
A one hit kill type move that removes all special levels, so if it hits, person is dead, if it is avoided, other person now has the advantage.
This can create more of an agressive type of gameplay, with the possibility of a quick turn around by the losing player.
The only trickey part I see is creating a decent balance between how fast your special meter grows compared to the players health, so idealisticly you reach level 3 by the end of the match.
The only move that would take the special meter away is the super kill move.
Any suggestions? comments? ideas to further expand upon it?
What if, instead of using the special meter purely for specials. Why not have new moves become available as your meter rises?
So it would look like this......
Level 0
All basic moves
One projectile or some kind of equal attack
Level 1
All basic moves
Another type of projectile to add to the previous one (or an stronger version of the original)
access to more moves by using back and an attack
Level 2
All previous moves
The ability to press forward and an attack to have an even bigger library of moves.
A few more special attacks
Level 3
Access to all level 1-3 moves
A one hit kill type move that removes all special levels, so if it hits, person is dead, if it is avoided, other person now has the advantage.
This can create more of an agressive type of gameplay, with the possibility of a quick turn around by the losing player.
The only trickey part I see is creating a decent balance between how fast your special meter grows compared to the players health, so idealisticly you reach level 3 by the end of the match.
The only move that would take the special meter away is the super kill move.
Any suggestions? comments? ideas to further expand upon it?
