Yakuza-based CBS #122

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opened 2023-05-08 16:54:09 +02:00 by kazhnuz · 4 comments
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Adding some inspiration from Yakuza

  • Use a button based menu
  • Use normal boxed menu for skill selection
  • Handle targeting with a "nearest ennemy" algorithm + RT to force target
  • Add a moving phase before selecting the move
  • Make the basic attack move able to target ennemy even when they fly
  • Simpler, basic attacks for the current types
  • Stronger, more choregraphied special move (equivalent of "Essence of" moves)
  • Add physical interaction inside CBS
    • Basic attack touch an ennemy if its in front of target
    • Moves can have an area of effect
    • Defending character/ennemy can tank an hit for another character/ennemy even if it's not a charge
    • Add hazard in some maps
    • Traps attack add hazard

Interaction with previous ideas

  • A lot of "simple efficient moves" and some special choragriphied one (4~5), including some "Team Blast"
  • Simple QTE/interactivity too for these moves
  • Some effects are in "real time" (like the lightning from a Lightning Spinner blade)
  • Some effects affect moving
  • Having "collateral damage", tanking a hit for another character, etc. give more style
  • Suffering from environnemental hazard, getting tanked/yeeted by an ennemy, etc. remove style.

Other ideas

  • Replacing HP by rings (then changing the in-game currency ?) and loosing some rings when attacked, that can be regained with a good press of a button ? Maybe implement that as one of the prototypes
Adding some inspiration from Yakuza - [ ] Use a button based menu - [ ] Use normal boxed menu for skill selection - [ ] Handle targeting with a "nearest ennemy" algorithm + RT to force target - [ ] Add a moving phase before selecting the move - [ ] Make the basic attack move able to target ennemy even when they fly - [ ] Simpler, basic attacks for the current types - [ ] Stronger, more choregraphied special move (equivalent of "Essence of" moves) - [ ] Add physical interaction inside CBS - [ ] Basic attack touch an ennemy if its in front of target - [ ] Moves can have an area of effect - [ ] Defending character/ennemy can tank an hit for another character/ennemy even if it's not a charge - [ ] Add hazard in some maps - [ ] Traps attack add hazard Interaction with previous ideas - [ ] A lot of "simple efficient moves" and some special choragriphied one (4~5), including some "Team Blast" - [ ] Simple QTE/interactivity too for these moves - [ ] Some effects are in "real time" (like the lightning from a Lightning Spinner blade) - [ ] Some effects affect moving - [ ] Having "collateral damage", tanking a hit for another character, etc. give more style - [ ] Suffering from environnemental hazard, getting tanked/yeeted by an ennemy, etc. remove style. Other ideas - [ ] Replacing HP by rings (then changing the in-game currency ?) and loosing some rings when attacked, that can be regained with a good press of a button ? Maybe implement that as one of the prototypes
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Owner

I think with all that, we can start building how the new CBS will be handled, its complete game design.

We need to think:

  • What kind of actions/attacks we need
  • Action mapping on controller
  • How all that build together
  • Implementation (using the new CBS as a base)
I think with all that, we can start building how the new CBS will be handled, its complete game design. We need to think: - What kind of actions/attacks we need - Action mapping on controller - How all that build together - Implementation (using the new CBS as a base)
Author
Owner

Basic action types

  • Dashing to the target (spin dash, boost ?)
    • Stopping on first contact or not
  • Going to the target then attacking/doing action
  • Doing action from far away (spell-type)
  • Throwing a projectile to an ennemy
    • Stopping on first contact or not
  • Making appear objects with effect
    • Stopping on first contact or not
  • Doing action around/on self (around handled by area ?)
    • Self-effect or just area
  • Doing action on a point
    • Self-effect or just area
  • Putting a trap (with trap behavior)

Can affect

  • Allies
  • Ennemies
  • Everybody
**Basic action types** - Dashing to the target (spin dash, boost ?) - Stopping on first contact or not - Going to the target then attacking/doing action - Doing action from far away (spell-type) - Throwing a projectile to an ennemy - Stopping on first contact or not - Making appear objects with effect - Stopping on first contact or not - Doing action around/on self (around handled by area ?) - Self-effect or just area - Doing action on a point - Self-effect or just area - Putting a trap (with trap behavior) **Can affect** - Allies - Ennemies - Everybody
Author
Owner

Possible dev route

Proto 1 : Basic system

  • Taking the custom CBS as a base
  • Creating a "big map" and a "small map" test
  • Adding all manette buttons
  • Making the movement code as part of a state
  • Adding a basic "target" functionnality and target switching)
  • Adding the "button menu system"
  • Adding a "dash" state and/or a "goto" state ?
  • Implement the Homming Attack as a skill
  • Adding an optional turn manager to it
  • Add multiple characters in battle
  • Maybe add an exemple of a "non-turn-based" minigame
  • Adding basic ennemy and rival system (one tied to a Sonic for the rival test) and make them able to do basic attacks and moving

Proto 2 : Skill and item (TODO)

  • Reimplement the skill menu
  • Reimplement the choregraphy system
  • Implement damage radius
  • Reimplement the QTE system
  • Remove going to the ennemy from skills
  • Implement the Allies Selector state
  • Implement the Position Selector state
  • Reimplement the item menu
  • Reimplement guarding
  • Reimplement fleeing the battle (Action button when near the wall)

Proto 3 : Interactivity

  • Implement projections
  • Implement movement stopping (opportunity attack and collision)
  • Implement Choregraphy interuption
  • Implement non-ennemy hazard and objects
  • Implement hazard spawning (traps, etc) in choregraphy
  • Implement boost ?
  • Create a "ring mode" test/proto that use Rings as HP
  • Implement double-jump for everybody
  • Create a "Boss" test/proto that use Rings as HP
  • Add style that goes up when cool action are chained
**Possible dev route** **Proto 1 : Basic system** - [ ] Taking the custom CBS as a base - [ ] Creating a "big map" and a "small map" test - [ ] Adding all manette buttons - [ ] Making the movement code as part of a state - [ ] Adding a basic "target" functionnality and target switching) - [ ] Adding the "button menu system" - [ ] Adding a "dash" state and/or a "goto" state ? - [ ] Implement the Homming Attack as a skill - [ ] Adding an optional turn manager to it - [ ] Add multiple characters in battle - [ ] Maybe add an exemple of a "non-turn-based" minigame - [ ] Adding basic ennemy and rival system (one tied to a Sonic for the rival test) and make them able to do basic attacks and moving **Proto 2 : Skill and item** (TODO) - [ ] Reimplement the skill menu - [ ] Reimplement the choregraphy system - [ ] Implement damage radius - [ ] Reimplement the QTE system - [ ] Remove going to the ennemy from skills - [ ] Implement the Allies Selector state - [ ] Implement the Position Selector state - [ ] Reimplement the item menu - [ ] Reimplement guarding - [ ] Reimplement fleeing the battle (Action button when near the wall) **Proto 3 : Interactivity** - [ ] Implement projections - [ ] Implement movement stopping (opportunity attack and collision) - [ ] Implement Choregraphy interuption - [ ] Implement non-ennemy hazard and objects - [ ] Implement hazard spawning (traps, etc) in choregraphy - [ ] Implement boost ? - [ ] Create a "ring mode" test/proto that use Rings as HP - [ ] Implement double-jump for everybody - [ ] Create a "Boss" test/proto that use Rings as HP - [ ] Add style that goes up when cool action are chained
Author
Owner

Welp, let's not do that, too complicated for the moment

Welp, let's not do that, too complicated for the moment
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