So, for my project, I've been working on a new idea as a means to somewhat simplify the super concept, while at the same time, making it a little more versatile.
I've dropped my former idea of "Fury" moves. The way those were working was that it was a one-time use attack in which the damage scaled based on the power gauge and amount of remaining health.
Meh, I'm deciding to drop the concept and mechanic for something else I haven't completely decided on a name for, but so far and calling it "FIERCE MODE."
The main thing that I'm changing is that I'm removing the concept of it being a move all on it's own. This new idea, takes the two normal super moves, and allows them to be upgraded to stronger more dramatic forms.
The idea is kind of based on how super moves worked in KoF 98 UM. For those who don't know, in that game, instead of just using bars for super moves, you could use them to enter a special timed state where you could deal a little more damage, but if you used a super while in that state, it becomes a different and much stronger version of the move. (ending the state)
My idea is that a character would somehow enter a "Fierce" state for a certain amount of time, allowing them to get some extra utility during the state, but also allow them to end the state by using an upgraded version of one of their super attacks.
For testing purposes, I temporarily hot-keyed the state to a button (and made is cost a bar) but I don't think I wanna keep it to something freely able to activate.
The things that I am still trying to decide one are:
1: How does this state get activated?
2: What is the added utility the character/player gets while in the state.
One major thing I'm considering, is that the utility given is unique or specific to the character. One thing that also comes to mind is maybe something inspired from the T.O.P. system from Garou: Mark of the Wolves. Where maybe a section of the lifebar creates this state.
The major thing to note is that the supers maybe change dramatically from normal to fierce. I already have some figured out and a couples examples are...
Like, Jeibu's Dark Rift, in it's normal form is a large pulsing, swirling ball of dark energy and compressed matter that pulls foes towards it. The foe, once pulled in, bounces around for several hits in the rift, much like Ryu's (from Street Fighter) Shinkuu Tatsumaki Sempukyaku. Dark Rift also sucks in and destroys projectiles that come in contact with it (hit-by-hit, based on the projectile's hit count).
When in Fierce mode, Jeibu's Dark Rift becomes NEUTRON RIFT. (Referring to the type of star)
Neutron Rift's pull and damage are much stronger. The rift compresses down smaller, but begins to ripple and pulse out short waves of energy about, effectively making it's hit-effect range wider than the normal, though the energy waves are purely stuns, only the center of the rift does damage. When contact is made with the center the pulses become erratic and Jeibu eventually can't handle it and shatters the rift.
A note about the rift's pull, for those wondering, is that it is purely a movement based pull. The pull itself creates no stun or hitstate, so the opponent can try resisting by walking/jumping backward.
Gejoct's normal [i]Dark Rift functions a little differently. It has a much smaller ball of dark energy and matter, but the pull's effect is stronger than Jeibu's. Also, Gejoct's Dark Rift is not blockable, it functions somewhat like a grab. Once the foe is caught, they fade to red and vanish. After a moment, the ball bursts and the foe flies out from the burst.
His Dark Rift becomes BLACK RIFT.
This version of the attack makes the ball grow from it's base size. The pull remains the same. In this instance, when the foe is caught, the ball swells up and the screen goes black, with the foe appearing in the middle shortly before Gejoct appears to finish the move and phase out the rift.
SO... yeah. Trying to figure out exactly how I wanna roll out these super mechanics. But if anyone has any feedback and such, do tell.
27 February 2014 at 13:40:33 MST