Droß
Smash Apprentice
Something I have been thinking about as I've gotten to learn the ins and outs of Project M is how linear the wall jumps and tech situations can be. The latter is in a better spot, but options off walls are severely limited, and I think there's room to add more to the game there.
To start, the current usual tech/knockdown options are as follows:
The input to stop a tech roll early or extend it farther than the default could be based on how long the control stick is held in the direction of the roll, which would extend the current functionality without complicating it needlessly, and integrate with the current control style.
Making these hypothetical changes would make tech reads even more impressive than they already are, allow a few vicious throw setups to have a small bit of further counter play, and allow characters to be further diversified in subtle ways in order to better support archetypes (such as lightning bruisers, tanks, etc). One of the strengths of Project M is in how many different aspects of the physics engine exist, and how many interactions these aspects often have with one another. Implementing our own natural extensions to it would allow the game to become even more refined, and further increase the possible level of play, which produces better espots and gameplay for all.
Let me know what you guys think!
To start, the current usual tech/knockdown options are as follows:
- Do nothing.
- Get up in place
- Roll left/right
- Get up attack
The input to stop a tech roll early or extend it farther than the default could be based on how long the control stick is held in the direction of the roll, which would extend the current functionality without complicating it needlessly, and integrate with the current control style.
Making these hypothetical changes would make tech reads even more impressive than they already are, allow a few vicious throw setups to have a small bit of further counter play, and allow characters to be further diversified in subtle ways in order to better support archetypes (such as lightning bruisers, tanks, etc). One of the strengths of Project M is in how many different aspects of the physics engine exist, and how many interactions these aspects often have with one another. Implementing our own natural extensions to it would allow the game to become even more refined, and further increase the possible level of play, which produces better espots and gameplay for all.
Let me know what you guys think!
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