I think Brawl+ shouldn't be anything more than character/stage tweaks from here on out. If the community wants to make a Brawl++ or Brawl~ or something with crazy techs and features, that should be it's own project. But I don't want to have to be relearning new physics and techniques every couple of months.
Tweak and ship this beast. The sooner a gold release, the sooner real competitive analysis can be made about characters, the sooner the project gets mass exposure, the sooner this thread is locked, the better.
I'm going to put this as kindly as I possibly can:
screw you.
Brawl+ started out with limited coders and a userbase that was just happy to get a new code to expand upon the mechanics. In those days,
all changes were mechanics changes. There was nothing implemented that wasn't universal. People kept playing even though they would constantly have to relearn mechanics,
because these mechanics changes kept making the game better and better. Yeah, it took some adjusting, but overall, we were happy about it. We were
glad that we had to adapt to this new style of play.
Then... after we realized that we were making a lot of frame speed modifications for things such as landing lag, throw speed (since has been thrown out), ledges, and jump start, we got the frame speed mod, and specific character changes started getting implemented (one of the first was MK's dsmash slowdown, if you remember). But not many were made, since we were still operating under a 256 line limit. As a result, when things started getting tight, we had to cut frame speed mods in order to fit under the limit. Then we freed ourselves from the line limit and we got the hitbox mod, and we realized that we actually
were going to be able to balance this game and do a good job of it.
Unfortunately, somewhere in there, the awesome coders we had started dropping away (PW took a long break, spunit's computer died, and igglyboo never really liked brawl+ anyway), leaving us with only PK and almas to make codes. Well, they have lives, too, you know, so we had to drastically cut back on our code requests. But we had the frame speed mod. We had the hitbox mod. We could do a
ton of stuff on our own, without coder's help. Well... sorta. The hitbox mod required us to ask someone with a gecko to find the hitbox data (usually ended up being either PK or giza who we would ask), but that doesn't take anywhere near as much time or effort to do compared to actually making codes. So we sorta fell into a loop where we would focus mainly on character changes, since
most of the mechanics in the game had already been ironed out, and the stuff we still wanted would require a highly complicated code to do. That snowballed all the way to the release of PSA, constantly working on almost nothing but character changes. This means that for several months, the public grew used to the general mechanics put in place, and instead were adapting to their specific character changes.
Yet, still, look at this forum today. With the release of PSA, we've completed most of the character changes. The large majority of it is done at this point. But PSA also made us realize something: it reminded us that there are mechanics we wanted to add but have never been able to - mechanics that we now have the power to change. Almost anything about a character can be edited with PSA... which includes the way the game mechanics affect them. Of course, we also have kupo to thank for coming back and fighting for mechanics changes, which certainly had an impact on where we're going with this now.
Yes, we should have put in mechanics changes before we started balancing the game. Yes, we screwed up. Yes, it's very late to be doing this. But no, we should
not give up on getting the mechanics for this game that we always wanted - the mechanics that we forgot about for months at a time. We should be seeking to correct this now that we have the ability to. We should be trying to make this a better game in every way we know possible. Yes, there was a long time where we only focused on character changes, but it was largely because that's what we were
able to do. Now we can do more, and that shouldn't be ignored. It would be a horrible thing to pass up this opportunity to make the game better. It will delay us more, yeah. But so what? We're all plenty familiar with this taking a long time. We're all plenty familiar with constant change. There are many people complacent with vbrawl. Why do we have to grow complacent with this version of brawl+ when it can be made better than that?
The mechanics changes being discussed will require rebalancing the cast, and looking at each of their changes again. A pain? Yeah. But it'll be worth it. It'll be worth every last ounce of effort required to make this game as good as it possibly can be. I actually think a large majority of the current character changes will end up getting kept even after these mechanics changes, meaning that the time spent making them will
not have been wasted. We already were planning on going through the character changes again now that PSA might be able to do something better than what we were able to do with just codes. The only difference now is that we'll also have to take into consideration the new mechanics tweaks. So I say... let's take a break from character changes for a bit and focus on the mechanics again like we should have long ago. Then, when we finally have polished the mechanics, look at character changes again, and begin the release candidate cycle.
Just because some members are impatient or reluctant to change does not mean that we shouldn't strive to make this game the best it can be. It shouldn't stop us from going back over the mechanics, and implementing what
should have been done from the start. We
need to do this. We
could get along without it, and the game would still turn out "ok." But why settle for that? Why not reach beyond and make brawl+ "great?" There's no reason not to. We're not a company. We don't have a strict release schedule where we start losing money if we don't release this game on time. We shouldn't let sloppy game mechanics slide, and that's all there is to it.