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I'm Makin a Game: Slow Motion Combat

by fobwashed

EDIT: I added a slow mo counter. Deets on the YouTube vid or last post. So, the full description of what I've changed and done since my last update can be found in the text on the youTube vid. The short and sweet version is that I've added some proper camera collision rectangles for the level editor to use to regulate where the camera can and cannot go, I've tweaked a whole lot of code, I've ad...

EDIT:

I added a slow mo counter. Deets on the YouTube vid or last post.

So, the full description of what I've changed and done since my last update can be found in the text on the youTube vid. The short and sweet version is that I've added some proper camera collision rectangles for the level editor to use to regulate where the camera can and cannot go, I've tweaked a whole lot of code, I've added the ability to switch between levels and as the name suggests, I've added slow motion combat.

Of course, this is all still very early and I've got plenty of tweaking left to do with even the slow motion. I haven't yet entirely ironed out even the low level things such as when exactly this will come into play. Whether it'll be the result of a successful counter (countering is already in place and in this case I can just trigger it to turn on), a power that the player will activate manually when needed, or if it'll start up when a certain combo number is reached.

The big question combat wise that I'm trying to grapple with at the moment is how to handle air combos. I've been going over it with some friends and thought I might open up the question to the boards here and see if I can gleam any new ideas. Basically, I'm wondering what should happen when an air combo starts. I've looked at a few other games such as Devil May Cry, Viewtiful Joe and even straight up fighting games like Marvel VS Capcom and still haven't decided on how I want to play it. Once an air combo starts, I'm trying to figure out what to do. Should the player and encountered enemy both stay in the air while the combo is being performed? Or should they just have a decreased speed at which they fall but they should still fall? Should they move horizontally while the attacks are occurring or should it all be entirely dependent on the specific moves that are being executed in the air? Some moves go up, some go down, some go horizontally?

I'm hoping most of these things will be able to iron themselves out as I add some actually legitimate air moves instead of janking up the ground attacks into air ones. One of the steps I really need to do is whip up some more art so that I can put them in and have more combat moves to work with. As of right now, I've really only got around 5 or 6.

Btw, the music is what it is because I wanted to see if that song really would go with anything. . . and maybe it does.