Simplify attacks design #125
Labels
No labels
1. Balancing
1. Bug
1. Clean-up
1. Feature
1. Game Design
1. Improvement
2. Deliverable
2. Epic
3. Duplicate
3. Invalid
3. Need Design
3. Question
4. Battle System
4. Content
4. Debug Menu
4. Internals
4. Menus
4. Overworld
4. Sideview subgame
4. Subgame other
wontfix
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference: game-projects/sonic-radiance#125
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
A possibility would be to separate choregraphies and attacks by default, to handle it in a simplier way.
-> Step 1 : Separate choregraphies
-> Step 2 : Create "power" and "sideeffect" (with "sideeffect-ratio") attributes, and make them affect sendDamage (and maybe add a "sendEffect")
-> Step 3 : Make the attack sound, animation and the GFX(s) configurable
-> Step 4 : Create "clones" attacks for different needs
-> Step 5 : Create commons type of QTE and add them to the attacks.
Use a pre-parsing phase where the choregraphy is transformed in
Rework the attack datas by creating a list of attacks and what they would need. Maybe add different attack type like Pokemon, different choregraphy_type (and some having their own). It would also also to merge the ennemies attack and the character attacks.
Also, add a way to make some animation be replaced by other if they aren't present, and determinate a strong list of animations.