domenica 3 maggio 2015

Well... for people who did not understand my previous and delirious post.
That's gonna teach me to don't write anything while I am seriously sleep deprived and hal drunk :D

What I was trying to say it was that I'm changing the way some of the Attacks in the wrestling part will work.

The system will keep the RPS planning with ramdom moves generated time by time.
The change will happens with sequential Attacks like the opponents sex attacks.

The previously system that count a fixed chance to continue the attacks will be forfeited in favor of a more action approach like I've already did with the RPG sex attacks. Basically after the attack connected and the first damage will been dealt an Arrow will appear on the screen and you should keep the right direction in order to go on the further step.

I've already changed a couple of moves and let me say that in this way the code itself of the move reults slimmed in a sensitive way, so I'm thinking to convert the whole fight system in that way (starting from Kitty's match). This will apply to sequential attacks like Kyoko's Giant swing and her Rope choking. Enemies attacks, especially the sex ones will work in the same way when if you're able to pick the right direction you will get free.

A bit different will be the normal enemies attack that could be a sex follow up, like the Tombstone Piledriver of Kitty.
After the Hp damage there's gonna be a chance check for the sex follow up decided by luck (with a higher chance to connect than before) for dealing a massive Xp damage in sequences with chance to escape getting the right Arrow on the screen.

What do you say?

6 commenti:

  1. Sounds good, looking forward to it.

    RispondiElimina
  2. I think those are better so the player has more control over the battle result. So i'm with it :)

    RispondiElimina
  3. Yea that sounds like a great idea that keeps you engaged in the action

    RispondiElimina
  4. Thank you for responding to feedback, this looks like a good compromise between randomness and player input into the outcome. It also makes a lot of sense and is reminiscent of how wrestling type characters do combo moves in fighting games.

    RispondiElimina
  5. I think it will help make the fights less skewed toward the player having a massive advantage

    RispondiElimina
  6. lol is this inspired from that arrow earlier?

    RispondiElimina