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*Once the game is ready for release, delay it for a few months or a year solely to find and fix bugs and exploits. | *Once the game is ready for release, delay it for a few months or a year solely to find and fix bugs and exploits. | ||
*Come up with some sort of completely new, fascinating, out-of-nowhere, genius, non-disablable mechanic that all players agree is both absolutely necessary for the game to be playable yet renders serious, tournament-level competition completely impossible. | *Come up with some sort of completely new, fascinating, out-of-nowhere, genius, non-disablable mechanic that all players agree is both absolutely necessary for the game to be playable yet renders serious, tournament-level competition completely impossible. | ||
==Ideas that are interesting but I'm not sure if I actually want== | |||
*Put a curve in the smash charge equation, so that going from half charge to full charge is more rewarding than going from no charge to half charge. One fully-charged smash would have more extra power than two half-charged smashes (the max would still be 1.4x, it'd just be that half would be less than 1.2x). | |||
*If a character takes 50 damage from one other player without being released from hitstun or being grabbed, they flash cyan and cannot be damaged or grabbed by that player until they are out of histun/have finished their grab release animation. Gives players a chance to get out of potentially infinite combos, but the attacker can still get more hits in if they are expecting it and time their attack better than what the target decides to do. Does nothing to team combos and would have no effect on combos that have even one frame of escape window. | |||
*Have damage and/or knockback be dependent on how much of the hitbox's volume intersects the target's hurtbox. | |||
*If multiple hitboxes from one attack hit at once, the resulting damage and knockback are an average between them. Would require a system for excluding certain hitboxes for cases like Lightning Kicks, if redesigning such moves was not an option. |