Rework battle system ? #116
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Reference: game-projects/sonic-radiance#116
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In Sonic games, moving and reacting to the environnement and badnics is a big part of how the game works. A lot of ennemies are diffentiated in how you'll beat them and avoid their attack.
Some notions that would be useful
I don't think we should think with with Beat Them up combos, but with more "actions chains", like in an Unleashed.
I see two main possibility:
( The second add some possibilities, like some character being more "support" that "prepare the terrain" like Tails that could build some stuff ).
The ennemies would be divided into
Dev plan
0 : Preparatory phase
1 : Basic systems
2 : Complete with more stuff
--- Motobug :: Go to us, attack by dashing.
--- BuzzBomber :: Go to us, shot when near enough ?
--- Crabmeat :: Go to us, shoot bullet from both sides
--- Coconut :: On a tree (which is a separate object), and shoot boombs when we go near them
3 : Add variations
Possible schemes
V1 - Usage of item in real-time
A: Jump
B: Basic hit (doesn't use action point) + Interact
X, Y: Special actions
Left stick: move
Right stick: camera ?
R, L : Switch characters
R1: Use item
R2: Lock target
up, down: Switch wisp mode & item mode
left, right: Switch items
Issues:
V2 - Item Menu
A: Jump
B: Basic hit (doesn't use action point) + Interact
X: Show item menu
Y: Dash
Left stick: move
Right stick: camera ?
R, L : Switch characters
R1: Defend
R2: Lock target
up, down, left, right: Special actions
To handle behavior intelligently, we'll need a to add support for a finite state machine subsystem into birb's actor system, as both fighter and IA will need to have their own states.
State should have callback for when they start, end or begin.
Something like