Oh? How did this come up if I may ask?Smash+SkullGirls mechanics as a single game, basically.
Youve got my attention~
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Oh? How did this come up if I may ask?Smash+SkullGirls mechanics as a single game, basically.
Well then I want to join in as well, I too have a aspiration for video game design lolMe and Food were talking about the proposition of if we made a game together since we have very similar game design philosophies.
Someone proposed that these hacking teams make their own original game after their projects were finished. We would need some artists to create a world and characters though.Oh? How did this come up if I may ask?
Youve got my attention~
Im a person who is really into storyboarding and character creation. Still trying to raise my art level though.Someone proposed that these hacking teams make their own original game after their projects were finished. We would need some artists to create a world and characters though.
BTW, I'm surprised so few of you care about the prospect of individual character victory themes.
Where can I set the ppp?Read the past few pages (or maybe just one if you have your ppp set high).
Nah this isn't a "put the controller down and go make tea while you're stuck in a loop" sort of game we're theory crafting here.I was thnking, since the game doest sound combo heavy, there doesnt seem to be any need for a burst system lol
Seeing as it will have DI / heavy smash mechanics, I'd agree you don't need an anti-combo mechanic as 90% of all combos done would be DI-reads more than true combos. The hitstun "bar" idea however could be fun with it being character-dependant: some characters could have more wiggle room (lets say Fox), while other characters could actually drain the attacker's hitstun quicker (Bowser, making him a bit tougher overall).I was thnking, since the game doest sound combo heavy, there doesnt seem to be any need for a burst system lol
That does sound reasonable, better to hold some ideas to keep other possible games fresh lolI'd be for an Arcana Heart Homing Cancel.
biased
Food: "Keep it simple" is a misnomer. Smash's knockback and hitstun mechanics are quite extensive formulas. Having hitstun's formula modified by a character-dependent universal variable would be a way to simplify the coding of it though.
Also there is always the possibility of holding off on some ideas for, well 1.) until/if this ever gets to happen and we can get an indy team together, and 2.) the possibility of having more than 1 game. Trying to include everything from everything all at once could easily and quickly get out of hand.