Simplify attacks design #125

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opened 2023-05-16 09:53:35 +02:00 by kazhnuz · 6 comments
Owner
  • List and create "common" choregraphies that can be reused
    • Distance/Projectile attacks
    • "Dash" attack
    • Go-to-the-ennemy then attack
    • Go-to-the-ennemy then use a projectile
    • "spell" attack (do an annimation then an animation occurs on ennemy
  • Add a simple attack style that can load these choregraphy instead of having one
  • Have for characters most attacks being "simple attacks", and some with custom choregraphies
    • List all affected attacks
  • Use common QTE in common situation
  • Create a list of needed animations
  • Variabilise power inside a property and make the sendDamage use it (or a fraction of it)
  • Add a "number of hit" indicator in attacks
- [ ] List and create "common" choregraphies that can be reused - Distance/Projectile attacks - "Dash" attack - Go-to-the-ennemy then attack - Go-to-the-ennemy then use a projectile - "spell" attack (do an annimation then an animation occurs on ennemy - [ ] Add a simple attack style that can load these choregraphy instead of having one - [ ] Have for characters most attacks being "simple attacks", and some with custom choregraphies - [ ] List all affected attacks - [ ] Use common QTE in common situation - [ ] Create a list of needed animations - [x] Variabilise power inside a property and make the sendDamage use it (or a fraction of it) - [ ] Add a "number of hit" indicator in attacks
Author
Owner

A possibility would be to separate choregraphies and attacks by default, to handle it in a simplier way.

A possibility would be to separate choregraphies and attacks by default, to handle it in a simplier way.
Author
Owner

-> 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.

-> 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.
Author
Owner

Use a pre-parsing phase where the choregraphy is transformed in

  • sendDamage -> The number in third position should be multiplied by the sendDamage
  • the texts with "vars:stuff" should be transformed immediatly by the value of hte variable
Use a pre-parsing phase where the choregraphy is transformed in - sendDamage -> The number in third position should be multiplied by the sendDamage - the texts with "vars:stuff" should be transformed immediatly by the value of hte variable
Author
Owner

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.

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.
Author
Owner
Attack type Min Max
Elementals 3×7=21 4×7=28
Positives status 8 16
Heal 4 4
Neg effects 9 18
Total 42 66
| Attack type | Min | Max | |:-----------:|:----:|:----:| | Elementals | 3×7=21 | 4×7=28 | | Positives status | 8 | 16 | | Heal | 4 | 4 | | Neg effects | 9 | 18 | | Total | 42 | 66 |
Author
Owner
Attack Element Effect Damage Type Choregraphy Animation GFX Effect
Spin Attack N/A damage 40 physical/contact spinattack N/A Simple N/A
Homming Attack N/A damage 50 physical/contact/aerial spinattack N/A Simple N/A
Homming Combo N/A damage 20*5 physical/contact/aerial homming attack N/A Simple N/A
Stomp N/A damage 35*2 physical/contact/aerial stomp N/A Simple break armor
Spin Attack N/A damage 40-80 physical/contact spindash N/A Simple
Hit Combo N/A damage 30*3~4 physical/contact hitcombo N/A Simple
Tornado wind damage 60 special/projectile moveToDistance strongAtk tornado Simple jumpAndFall
Thunder shot lightning damage 40 special/projectile moveFront projectile thundershot Simple N/A
Fire shot fire damage 40 special/projectile moveFront projectile fireball Simple N/A
Hydro shot water damage 40 special/projectile moveFront projectile waterball Simple N/A
| Attack | Element | Effect | Damage | Type | Choregraphy | Animation | GFX | Effect | |:-------:|:---------:|:-------:|:---------:|:------:|:--------------:|:------------:|:-----:|:------:| | Spin Attack | N/A | damage | 40 | physical/contact | spinattack | N/A | Simple | N/A | | Homming Attack | N/A | damage | 50 | physical/contact/aerial | spinattack | N/A | Simple | N/A | | Homming Combo | N/A | damage | 20*5 | physical/contact/aerial | homming attack | N/A | Simple | N/A | | Stomp | N/A | damage | 35*2 | physical/contact/aerial | stomp | N/A | Simple | break armor | | Spin Attack | N/A | damage | 40-80 | physical/contact | spindash | N/A | Simple | | Hit Combo | N/A | damage | 30*3~4 | physical/contact | hitcombo | N/A | Simple | | Tornado | wind | damage | 60 | special/projectile | moveToDistance | strongAtk tornado | Simple | jumpAndFall | | Thunder shot | lightning | damage | 40 | special/projectile | moveFront | projectile thundershot | Simple | N/A | | Fire shot | fire | damage | 40 | special/projectile | moveFront | projectile fireball | Simple | N/A | | Hydro shot | water | damage | 40 | special/projectile | moveFront | projectile waterball | Simple | N/A |
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