Rework skill system #17
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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
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4. Overworld
4. Sideview subgame
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Reference: game-projects/sonic-radiance#17
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anti-aerial
Ignore the 50% chance of failing an attack against an aerial ennemyspecial
use the special/chaos stat instead, ignore armored or heavily armoreddistance
Ignore the aerial status effect, the spiked status effect, etc-> Create a "core gameplay"/"concept" for each character that'll drive their powers
-> More and simpler power for each characters
-> Different "main attacks" ?
Characters concepts :
-> Sonic : Fast, multiple attacks ? Hero/Knight/etc ? Wind Attacks.
-> Tails : Basically a mage (simple elemental attacks). "Beast tamers" on badnics ?
-> Amy : Put "magic" effect on her hammers ? Can use special hammers that have effects / are weapons ?
-> Knuckles : Basically a barbarian/monk ? Earth attacks.
-> Shadow : "Dark Knight" aspect, hurt himself. Chaos Attacks.
-> Rouge : Basically a thief ? "Vampirism"/"Zubat" ? Traps ?
-> Espio : Assassin/Discretion/Critical Hit/Special Effects/Poisons. Chaotix Invocations ?
-> Cream : Basically a white mage / healer ? "Beast timer" / "Invocations" but with chaos ? Some skills that makes wisp more powerfull with her ?
Maybe
-> Eggman (if available) : Basically a beast tamer ?
-> Replace by a Speed Up the ability to do 3 actions/turn for Sonic/Shadow ?
-> Add a "Power Up" that makes use 1 actions/turn but double damages ? (Knux/Amy)