Saturday, March 19, 2011

FAITAR Questions and Concepts 4: Weight, Inanimate Enemies, and Style Levels

 So in a game where Sumo wrestling is a style of battle, weight would then be a logical factor.  So I consider some things and start talking about others in this post.  There's also a small bit about counterattacks.





weight management could be handled with running

there could be the walk and run speeds.  Running could help burn weight

since i want my fighting RPG to have weight, i was considering walking and running to have different effects on your weight

where running would slowly tick away your weight
and walking would do it significantly slower


 y'know how there's timed block and attacks in some games?
i'm thinking there could be
a button for blocking
a seperate one for counter attacking
and another for a throw.

but you have to time it right.

i guess a bunch of the sumo techniques could have Knockdown effects
where knockdown could cause an opponent to drop their weapon
or...
i guess during a counter attack it could break their combo




 i was thinking if you do the timed blocks, the damage will go to your arms instead of your head
also at reduced damage
but if you don't block, your head would receive the damageand if your head is killed, you lose the battle
does that seem fair to trade off the damage like that?

where there could be autoblock or something toggle-able in an option menu.  If the auto-block is activated, there should be a stat that dictates the effectiveness.  I think It will have to be dexterity.  One dex compared to another.  receiver's dex divided by the attacker's dex would be the chance to block
-for autoblock, i'm considering it being a 25% damage reduction whereas a manual block would be a 75% reduction.

i guess there could be advanced and normal or something (difficulty modes)...i don't really want to call it that but w/e.  Some people just dont have the timing or want to deal with that in their game.  Sometimes I don't.
Also, I need to think of some tells i guess for when to block.  I guess there could be a splash graphic on contact and then the hit enemy would flash.  And if you could hit after the splash but before the flash, that could be a connect. or a successful timed action.  There might be too much flashing with all the combos.

also i want it to be fairly fast paced, so blocking will be difficult sometimes...
some hits will still get past the player, but the attack(s) might hit the arms or the legs or the body. not all attacks will be aimed at the head so i guess blocking like this - with damage redirection to limbs- is still doable.



I kind of want the player to gain extra HP, STR, and DEF for greater weight, but lose AGI also.
Shouldn't lighter weights have more speed if heavier ones are going to have less speed
but where will the middle be? Which weight range should have normal HP, STR, DEF, and AGI?  Perhaps  it'd just be the rate of growth that would change.
and should the ligher weights have HP deficits as well as STR and DEF?


Average weight of a sumo wrestler was around 300lbs.  Now it's 400lbs.  If the player starts at 150, that's quite a lot of work to get to 400.  I think Sumo will only need a 300lb minimum.  Maybe the max weight in the game will be 500lbs


I think i'm gonna have to change the weight classes instead sticking with the boxing weight classes which i wanted to use because i think they'd be the oldest and most reputable.  I might just go for from 100 up to150, 151-200, 201-300, 300+







So then i'd want wrestling to be available at 200, sumo at 300.  Everything else can be learned at whatever weight. 

i'm looking up weight classes
so there can be tournaments in the game
and weight would be a limiting factor
i think pkmn has this also
i'm trying to decide what the minimum/starting weight would be
and if there will be weight gained automatically through levelling because of muscle
probably every couple of levels
i'm considering making the max level 999
if they gained 1lb every level
and started at 150lbs
or even 100
1099lbs
I guess if you run everywhere though, that could undo the extra weight gain.

Inanimate objects that could be fought
Punching bag
Tree
Cactus
Wooden thing with the pegs sticking out of it
speedbag?
practice dummy
combot (combat robot)
boulder
bounceback thing like wobbaffet

13 x 75 = 975
14 x 71 = 994 perhaps the most reasonable style to level split
I don't yet have a measure implemented that will make sure all the styles arent mastered long before level 999.i guess if styles only level alongside overall levels...  I guess they have to anyway since the style determine the amount of growth in limbs... nope! it'd have to be... something like every limb level gained with that style... so style level would be calculated the same as overall level - but the style will have to be equipped to get its exp.  This should prevent last second style swap outs that could be possible if a style leveled the same as an overall level

So in the wee hours of the early morning 1200-0600 while watching an MvC3 and Street Fighter Canada Cup, this stuff was thought about and typed down.  I think i might nap now.



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