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Dixing posted an idea that I thought was top tier, it might be just all eye candy but it's really good "eye candy" and I don't think it would take much coding. The animations, the knockback/push code, the teleport is already there, it would just be put in advance melee. And before the other thread gets closed, I want to post it here so it won't get completely ignored.
Well here is a shortened outline of his idea and stuff I added.
(Adv. Melee)
1. Add a push/knockback to medium/hard DDR hits, small hits stay like they are now.(For combos)
2. Add autoteleport or autoswoop for the attacker that is still continuing his sequence on the push/knockback player. (example: p1 hits p2 with a hard random kick up, p1 then autoteleport instantly up behind p2 and hits p2 back down (p1's sequence was a Hard hit up DDR/then Hard hit down DDR)
3. The DDR speed stays the same (or faster), but the push/knockback and teleport animations are fast to keep up with the sequence.
4. If the knockback/push sends a player flying into a wall (or even another player), you could either have the sequence completely end like it does now, or you could make them bounce hard of the wall and the attacker continues the sequence.. (The first choice sounds fair and easier to add, but the second is more dynamic...You decide....)
5. The dodging is the same as now with DDR, but after a player is hit and pushed/knockback, if they put in the correct DDR they just recover and normally dodge the next attack... (The animations are all really fast looking though, so it all looks fluid)
There might be some stuff I forgot that could be added or changed but, Its basically the same thing as now just with more flavor and style, and it looks more dynamic. Also it will make the map you fight on much more important. (You will have to be VERY aware of your surroundings, even more than now.)
This idea in all likelihood will get ignored but, I wanted to give it as much chance to be noticed as possible.
Well here is a shortened outline of his idea and stuff I added.
(Adv. Melee)
1. Add a push/knockback to medium/hard DDR hits, small hits stay like they are now.(For combos)
2. Add autoteleport or autoswoop for the attacker that is still continuing his sequence on the push/knockback player. (example: p1 hits p2 with a hard random kick up, p1 then autoteleport instantly up behind p2 and hits p2 back down (p1's sequence was a Hard hit up DDR/then Hard hit down DDR)
3. The DDR speed stays the same (or faster), but the push/knockback and teleport animations are fast to keep up with the sequence.
4. If the knockback/push sends a player flying into a wall (or even another player), you could either have the sequence completely end like it does now, or you could make them bounce hard of the wall and the attacker continues the sequence.. (The first choice sounds fair and easier to add, but the second is more dynamic...You decide....)
5. The dodging is the same as now with DDR, but after a player is hit and pushed/knockback, if they put in the correct DDR they just recover and normally dodge the next attack... (The animations are all really fast looking though, so it all looks fluid)
There might be some stuff I forgot that could be added or changed but, Its basically the same thing as now just with more flavor and style, and it looks more dynamic. Also it will make the map you fight on much more important. (You will have to be VERY aware of your surroundings, even more than now.)
This idea in all likelihood will get ignored but, I wanted to give it as much chance to be noticed as possible.