Yeah, hopefully I don't miss it.
I base mine off of the melee engine then add/work stuff around that.
/talking like I can actually accomplish something...
attention: this is all theorycrafting that I’m doing for fun I have no programming/game design experience
The main thing I'm trying to do is essentially combine the universal movement of smash with the technical aspects of more traditional fighters. This mainly includes being able to move in every direction and have platform gameplay while having a sort of hit cancelling system, not unlike lucario in PM. The first thing that I thought of was how to reconcile the percent system of smash with an actual health bar. What I came up with was a kind of hybrid system that begins at like 250 hp (0%) and counts down until 0 hp (250%) with increasing knockback similar to smash. I thought at first that this might increase campy play at higher percents, but if it did it might quicken/intensify high percent moments while changing the bulk of the game by not a large amount. Next is movement. Movement is arguably the best part of melee/smash and what distinguishes it from every other fighting game. I want wavedashing to still be a thing, while trying to reconcile that with traditional fighting games, so having a once per airtime universally directed airdash that one could act out of seemed like the best solution. The airdash could also be used to run into the ground, keeping wavedashing and wavelanding alive.
One of the major things is to try to accomplish in theory what brawl failed to do, ie have a sort of “final smash” or meter. Combos would of course build meter. I wondered if there should be a damage decrease sort of thing while combos are going, then I realized that smash already has that in with the staling system, and combo moves would stale in damage but not knockback. As Cory said, the specials that meter activates would either be outright kill moves, much better than normal combo starters, or better movement options.
Speaking of specials, this brings us to what moves there are. While smash’s system of weak jab/medium tilt/strong smash works kind of like a fighting game’s wp or wk/mp or mk/hp or hk, neither I think are really ideal. Traditional games have unintuitive stick movements and button presses for specials, while smash has the “sandbox fighter” attribute of simply being a direction and a button. However, traditional fighting games do have a larger selection of moves to work with. A possible compromise between the two would be to have a punch and kick button, along with a special button. The punch and kick would function as attacks normally do, but with the right hand joystick instead requiring to be coupled with a buttonpress while used. In my mind, the buttons of punch/kick would be the two shoulder buttons (probably on the right side). Aerials would work much the same way, with an input of a direction on the cstick and a punch or kick button determining the attack. This I think is a balance between intuitive controls and having a variety of available moves. Grabs could still be a macro which would be bound to a button. I’m unsure what to do about shields, I think Cory has a better grasp on that than I do at the moment, although a smaller shield that is still circular and moveable seems to be the best idea. Plus no shielding in the air.
Generally, moves would still link into each other in a light to medium to hard to special to meter-burn move sequence. I want combos to be generally favored, but I don’t want them to be overcentralizing a la smash 64. Additionally, I want that constant interplay with DI that smash has, which also allows for improvisation and reads rather than just flowchart combos that only end when someone drops them. However, with on-hit cancels I think that hitstun needs to be generally reduced across the board. What I envision is a tense neutral game where each confirmed hit leads relatively easily into about five others, after which the game either goes back into neutral or the players are in the staggered state where the attacking player has to work for more damage.
I still want the game to be focused on rushing down with aerials rather than usfiv projectile foosies, and have a decent 50:50 mix of aerial rushdown pressure versus ground pressure/followups. Landing lage will be decreased across the board, with a normalized scale of landing lag for all aerials based on knockback, relatively similar to what l-cancelled landing lag would be, with larger knockback aerials having more lag than smaller ones. Autocancels will still exist.
Characters/storyboards/art/whatever can come later, I’m just trying to get the ideas for mechanics down first. I might add to this later.
tl;dr: PM lucario hit cancelling for everyone plus meter but with melee movement and in no way connected to nintendo; a completely separate game.
@
PMS | LEVEL 100 MAGIKARP
and @
CORY
you interested in helping out with a similar project that a few of us here already started to plan about?
I'm definitely interested in the idea but ideas are all I can contribute at this point sadly
I'd love to see what you have though.