Jihnsius
Smash Lord
I've put a lot of my free time in the past to designing and coding a clone of Melee, but for the past year or so I haven't even touched it. I'm considering taking the project back up again and have been thinking a lot about the theory behind it. Don't get me wrong, there's very little I'd actually change in the engine if anything at all, but there is one area that I'd like to get some feedback on.
EDIT: I'd like to add in the fact that I have no intentions of recreating Melee, I just think the general concept of it is brilliant and would like to see it implemented in a more balanced and fighter-friendly way. Also I'd like to note that I have no intentions whatsoever of making this game 3D, as art is second to last on my agenda, right above audio.
As far as how stale moves work in Smash I've always thought of it as a failure in what it's trying to accomplish. It's a very simple concept, but it just doesn't work out how it's supposed to. Here is what I've thought up to replace it: somewhere near the percent damage would be a see-saw gauge. On one side would be a DI modifier and on the other would be a stun modifier. They would work inversely proportional to eachother, like a see-saw. As soon as 3 consecutive hits take place, the gauge begins turning with each new hit. DI potential will slowly increase and stun time will slowly decrease. Any grab during stun would have to be considered a continuation of the combo, unlike how it currently is. The gauge will stop when the combo stops, and only after a short period of time (a second or two) of not hitting the enemy would it start to move back up.
Example:
1st hit, DI perpendicular for a 45 degree variation, full stun time
2nd, 45 degree DI, full stun time
3rd, 48 degree DI, stun time - 3 frames
4th, 51 degree DI, stun time - 6 frames
5th, 54 degree DI, stun time - 9 frames
...
10th, 75 degree DI, stun time - 24 frames
It would have to max out around here for the DI to make sense, anything passing 75 degrees of the original angle will probably start to look awkward, much like Falco's upward hitting forward smash hitbox.
Now, in addition to these sections of the gauge will be the opposite effect heading in the opposite direction on each side: additions to stun time and subtraction from DI. This part of the gauge would only be accessible if it were already at neutral and the enemy applied shield pressure to you. Each hit to your shield would move your gauge up slightly. The cap to this would be much lower than the normal affect, maybe going only as far as 35 degree DI and + 6 frames stun or 30 degree + 9 stun, for obvious abuse-preventative reasons.
I think this would work out for most characters in that all long combos (pillaring,) infinites (drillshines,) and chaingrabs would only be executable to a certain point (see also: cheap.) Slower characters tend to have a lot of trouble with shield pressure against fast characters, and this would help give them an edge when otherwise they wouldn't stand a chance. I've also put some thought into having the upwards end of the gauge have an effect on your shieldstun time, to help with the OOS game when you probably otherwise wouldn't have one.
As far as balance is concerned, I can't think of any situation in which it would give a character an unfair advantage over another. Often times faster characters tend to shield less than slower ones and already have a good OOS game. Also, if the scaling is ever seen to severely gimp a character and limit his combo abilities (I'd imagine this would limit Falco quite a bit,) the gauge could always be rescaled to better suite that character's play style.
Discuss.
EDIT: I'd like to add in the fact that I have no intentions of recreating Melee, I just think the general concept of it is brilliant and would like to see it implemented in a more balanced and fighter-friendly way. Also I'd like to note that I have no intentions whatsoever of making this game 3D, as art is second to last on my agenda, right above audio.
As far as how stale moves work in Smash I've always thought of it as a failure in what it's trying to accomplish. It's a very simple concept, but it just doesn't work out how it's supposed to. Here is what I've thought up to replace it: somewhere near the percent damage would be a see-saw gauge. On one side would be a DI modifier and on the other would be a stun modifier. They would work inversely proportional to eachother, like a see-saw. As soon as 3 consecutive hits take place, the gauge begins turning with each new hit. DI potential will slowly increase and stun time will slowly decrease. Any grab during stun would have to be considered a continuation of the combo, unlike how it currently is. The gauge will stop when the combo stops, and only after a short period of time (a second or two) of not hitting the enemy would it start to move back up.
Example:
1st hit, DI perpendicular for a 45 degree variation, full stun time
2nd, 45 degree DI, full stun time
3rd, 48 degree DI, stun time - 3 frames
4th, 51 degree DI, stun time - 6 frames
5th, 54 degree DI, stun time - 9 frames
...
10th, 75 degree DI, stun time - 24 frames
It would have to max out around here for the DI to make sense, anything passing 75 degrees of the original angle will probably start to look awkward, much like Falco's upward hitting forward smash hitbox.
Now, in addition to these sections of the gauge will be the opposite effect heading in the opposite direction on each side: additions to stun time and subtraction from DI. This part of the gauge would only be accessible if it were already at neutral and the enemy applied shield pressure to you. Each hit to your shield would move your gauge up slightly. The cap to this would be much lower than the normal affect, maybe going only as far as 35 degree DI and + 6 frames stun or 30 degree + 9 stun, for obvious abuse-preventative reasons.
I think this would work out for most characters in that all long combos (pillaring,) infinites (drillshines,) and chaingrabs would only be executable to a certain point (see also: cheap.) Slower characters tend to have a lot of trouble with shield pressure against fast characters, and this would help give them an edge when otherwise they wouldn't stand a chance. I've also put some thought into having the upwards end of the gauge have an effect on your shieldstun time, to help with the OOS game when you probably otherwise wouldn't have one.
As far as balance is concerned, I can't think of any situation in which it would give a character an unfair advantage over another. Often times faster characters tend to shield less than slower ones and already have a good OOS game. Also, if the scaling is ever seen to severely gimp a character and limit his combo abilities (I'd imagine this would limit Falco quite a bit,) the gauge could always be rescaled to better suite that character's play style.
Discuss.