Thursday, January 3, 2013

Fighting Game Design: Death, Control




Death

 
Death is the latest character I been working on. His combo list and images are kinda --- bad.
But really its mainly for 2 reasons. He don't really have any combos, he got huge amount of control mechanics so he cant have combos. So if it it looks like I was lazy, its because I don't have anything more to write in that regard.
The images however, there I have been kinda lazy as he for Death it don't really matter

Stats:

As with many other games a control (control) character usually have pretty average stats in everything except having very low health. Death is similar to this with an slight edge towards speed over strength.

Health pool:
The basic value is 100: Death has 45 slightly below half of what the average value is. Which is the lowest Hp in the game. This to ensure it wont be to easy with Death. Especially with his passive he cant have to much Hp.

Agility/Mobility: Basic value 10: Death has 12. Death moves pretty quickly so that the user will be able to avoid and keep distance.


Strength: Basic value 10: Death has 6. Death will deal damage with his passive and as he can easily chip the opponent his attacks cant deal to high damage.

Recovery: Basic value 10. Death has 13. Death is a very fragile character and cannot have to low recovery then the user will be to open to counter attack. (note if Death was a strong control he would instead have low recovery and high health - this is the most obvious difference between control and strong control).


Weight: Basic value 50: Death has 35. Death shouldn't really pick up anything.




Prime Core gameplay:

Death has a passive mechanic that makes him become stronger and stronger the longer the game passes. I want to create a control character that truly wants the game to be as long as possible. Furthermore, this mechanic is used to create several dynamic choices for the user.


Death and decay: Prime core game mechanic of Death.
Deaths will constantly hurt his enemy if they are in close proximity of him. This proximity will grow and eventually cover the whole screen.
During times Death take damage the effect will be turned of.
This ability wont give Death any energy but will give the enemy character energy as any normal attack would.
This ability cant be turned of.

It will deal 1% of the opponents characters max health. This could be implanted in numerous way, but I believe its better if it have a set damage deal as otherwise it would be to weak in the end. Also as his aura will grow each second it would be pretty counter intuitive if the aura also got weaker, it might make sense but game wise it would mean that when it finally can hit the opponent it would be very weak. Still the 1% might have to be balanced, to a decaying number.

Also the aura in itself will grow 1% of the screen space each second. It will start being being 5% screen space out from Deaths body, collision detection, should then be around 10-15% of the screen. From the center of his body.
This will then grow in radius and should be able to touch the enemy when its around 35 second left of a match(a match being 99 seconds), if the enemy is standing in one corner and Death in the other. As different character will have different hit boxes some it might hit earlier, and as it will be further away to the air over in the other side of the screen  if an enemy would jump the aura wouldn't hit them. So at roughly 30 second left, the aura will hit the enemy regardless off either characters position.

This is Deaths basic “attack” his prime game mechanic that defines his playing style. The idea is that the game will be very dynamic as it will start of with Death having the trouble of actually being pretty weak early game so he will keep the enemy away, or he will go in very close to try and combo combined with dealing aura damage.
At around 60 sec of the game death will be able to stand in the middle of the screen and being able to hit the enemy with projectiles/distance attacks this will be the time where he can act offensive in a good way.

Another thing is that the user of Death might want to save up his energy to be able to utilize much stronger combos when the aura has grown but as Death will have very low life and be pretty weak using with more energy at start it might not be a good strategy. Or better put the user might be forced to use energy. And his enemy will be in a similar situation where she/he might want to save energy for late game when the aura has grown or use energy all the time at start to try and kill Death before his Aura grows.

This will create for a huge variety of game tactics, for example Erik might try and kill him faster by using energy at start but as he can teleport with one of his abilities another approach could be to save all his energy by that he can still attack Death when the aura is at full and Death only goes for long range attacks.





Unique game mechanics:

Throw:
Launch so it can be used to throw them into dead cloud.

Unique attacks(input attacks)

Death has very important unique attacks, they don't just add in some different angle or speed they gain huge range or adds effects.

Anti Gravity.Back L pushes them away 25% of screen

Anti Gravity.Back M pushes them away mid 50% screen distance.



Range attacks, Same in air

H and VH is range attacks. Mid screen distance
H scythe attack high mid cut, crunching H low cut.
Back H Trusting - more range.
Crouching back H diagonal distance attack going in a line

VH downward motion attack
Crouching VH Upward motion attack
Back VH upward motion attack - from enemies back
Crouching back, Downward motion attack from top screen to mid screen.




Special abilities:

Age bullet: Quarter circle forward.


Priority: 10
Strength X 0
Recovery/ 2
Mobility: 3
Effect: Enemies speed, mobility and recovery is reduced by 50% for 5 seconds.

This projectile deals no damage but will make the enemy move slower. This bullet travels very slowly. And can be shot in different ways depending on button use.

Quarter circle forward.
Light: Starts from Death travels to mid screen
Medium: Starts from mid screen travels to end screen.
Hard: Starts from Death travels to mid screen, but travels diagonal from death to top of mid screen.
VHard: Starts from mid screen and travels to the upper corner of the screen.

This attack can also be shot in the air.
L and H same
Medium travels from Death downwards to ground
VHard. Move downwards from 50% of screen space from Death


Dead cloud. Quarter circle backward.
Priority: Cant be removed.
Strength X 0
Recovery/ 3
Mobility: 0(instantly appears at desired location)
Effect:
Percent lose of life over a time: Poison effect.
1% of max hp per second for 5 seconds.
Cloud disperse after one touch to an enemy, cant be blocked.

Quarter circle backward.

4 different positions.
Back quarter circle.
L Deaths back wall
M middle of screen
H Other wall
VH Outside screen, half a screen from H.



Used for Acid rain.

Limit of 3 clouds in total, not on screen. If there is 2 clouds outside the screen only 1 more can be placed.
They can stack. Wont affect poison but will affect Acid rain.


Energy abilities:


Death pulse(escape mechanic): S
Cost 2 + removes 5% of screen aura.
Priority: 100
Strength X 0
Recovery/0.01
Mobility: covers whole aura field on the same time.
Effect: Pushes enemy outside the aura sphere or to a wall if cant be pushed more.
Removes 5% of the enemies max health. While also removing 5% distance of deaths aura

Can always be used to escape combos, can be used to combo own attacks.
Major drawback not only does this cost more then other escape mechanics(1) it also removes 5% of screen distance of deaths aura to balance out the fact he takes away 5% of enemies health always.
Note: this damage is still 5% of max health even in combos which otherwise would have diminishing returns.

- I want Death players to really have to think twice before using his moves. And as this is his escape the opponent user can force the death user to lose aura space.



Acid rain: Quarter back S
Cost 2
Priority: 100
Strength X 0
Recovery/0.01
Mobility: 10 rains fall from the clouds. After it have hit ground it will be a pillar of hit box.
Effect: Rain will remove 1% of max hp per second. Last for 5 Seconds per cloud.
Rain is unblockable

IF 3 clouds are stacked, its open for a combo. Because this damage cant be blocked a 3 rain attack opens up for a unblockable combo.

All combos can be extended by using Acid rain.
If player uses Acid rain their combo wont stop and the rain can possibly fall on the enemy increasing the damage.


Free scythe. Quarter Forward S

Cant be used while taking damage.
Cost 5.
Priority: 100
Strength X 0.2 Hits 2.5 times per second for a complete damage of 12 times
Which is equal to 12 damage.
Recovery:  Death cant move while controlling the scythe.
Mobility: 20
Effect: Last for 5 seconds.
The player controls the scythe that flies around and can do infinitive combos as long its in the enemies hit box.
Can be used at all times expect when taking damage.
Player can still cast
Acid rain and Death pulse during this.
This can be combo after its over- Diminishing returns will although make the damage be lowered.


Explanation Image Death:

First its different Normal attacks with Death. As they are very different then with the other characters. Following this is Death cloud. Yellow when its 3 cloud stacked together.
Then different Age bullet. Age bullet can start at different locations.
Following this is Death and Decay. Last is the Free Scythe attack.













 Different Unique Attacks with Death.






Different placement of acid cloud. Yes (I know its outside my blogs UI and looks ugly its in purpose) Death can even place clouds outside the screen, this to later use them on the opponent for example force the opponent to later move into them. 





Death cloud starts at different location depending on the button the user uses.





Death's Death and Decay grows per second in the game. 










Combos List:

L,M,VH to hit them upwards.
Crl,CrM,VH to hit them upwards.
VH in melee combos launches the scythe upwards pushing them into Acid Clouds.
L.L.L
L,M
M.L
M.
VH V CrVH 6V
VH V CrVH 6V
Cr4V Cr4VH
Cr4V Cr4VH Jump VH V CrVH 6V
L4M VH V CrVH 6V
M. 4L 4VH Jump Dash  L4M VH V CrVH 6V

All combos can be canceled by using Death pulse.

All combos can be canceled mid time if used Free scythe.
This means a combo like Cr4V Cr4VH can for example be followed by using Death pusle pushing them away more and then in air using a VH V CrVH 6V
or a VH V CrVH 6V followed by Free scythe the player can after the Free scythe is over yet again use VH V CrVH 6V or another combo that can hit.

All combos can be extended by using Acid rain.
If player uses Acid rain there combo wont stop and the rain can possible fall on the enemy increasing the damage.