Ramen Tengoku
Meiniac
Just a minor correction with the codename entry header, but Byleth's codename was "Master", not "Teacher"
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I should issue a bit of a correction: the startup of many of Barista's moves will be unaffected - they'll be very short if you actually hit them on the beat. However, many moves will involve something happening on subsequent beats, and the time between those is what's affected.Okay, so here's my idea regarding a rhythm mechanic. I'll do the rest of the moveset later this weekend, but I just want to bring this up for now.
Let's go over some issues I think this mechanic needs to dodge.
I think I have a solution, however.
- Alolan Whip has never made me feel like I was playing a rhythm game, so I'm uninterested in trying to convey it through moves like that. After all, this beat is non-stop; it isn't just contained to when you do things.
- Now, Barista's moves can't go to the actual song, unfortunately. After all, there's a lot of those, and we would have to sync up each one. What happens when it plays Environmental Noises? How does this work in a tournament setting? What if players have the sound off? There's a lot of structural iffiness there.
- The problem is, if you have any sense of rhythm, it'll feel wrong to go to a separate beat from that of the music. So we're in a bit of a pickle.
What if we put the tempo in the players' hands?
Using a special move, players could press the B button twice. One for the first beat, and one for the second beat. That's all that's necessary to determine a tempo. The time between those two button presses will be the time between any two beats. From that point on, Barista will move to that beat, heralded by a ticking noise taken from Rhythm Heaven.
The faster the tempo, the less damage Barista's moves will do, but the quicker they'll be. The slower the tempo, the slower his moves, but they'll be more powerful.
Attacking on the beat will boost an attack's power. Attacking on an offbeat will boost the power a little less. Attacking completely out of time will make Barista's moves quite ineffective. And it'll play a silly "doink" noise. To humiliate you.
Also, if you set it way too low or way too high, it'll make use of the fact it's not really possible to distinguish between a BPM and half that BPM. If it's too slow, it'll multiply the BPM by 2 (or 4, or whatever power of 2 makes the BPM reasonable). If it's too fast, it'll divide the BPM by 2.
Oh, and if there's multiple Baristas, they share a BPM. It's a weird matchup quirk, but things get real screwy if there's two different BPMs going on.
Okay, but what's the benefit of this?
Well, it quite clearly fixes issue #1, so I don't think I need to elaborate on that.
But actually, I think this weaves its way between issues #2 and #3 perfectly. The tempo can't automatically match the current song, but a player can set it to match if they want to. It can even match music from outside the game this way.
It is, but just scroll down a little and it'll show up (Solution for now)Uh, the link to Krookodilian's moveset seems to be broken.
No, not exactly unless it impairs the characters revamped moveset later on. Most likely, we would mold the improvements to be applied to the character’s revamped moveset. That being said, we won’t be doing that many revamps down the road. Probably a few more of them but not a lot.if a character gets a visual improvement does that exempt them from being revamped?
Yes, I'm curious as well. We did one for E3 where we revealed five at once, but I don't think we've made any for the post-E3 characters.Do we pitch reveal trailer ideas, or are those not required?
I also kinda want to know this since I have a potentially kick ass one floating around in my brain for the VGA revealDo we pitch reveal trailer ideas, or are those not required?