[Speed Concepts]
1
If you are aware, looking, related: you notice, can react soon, can successfully hit with a predicted maneuver, can react immediately, can prepare. example: driving with flow, observing a door you are monitoring opening.
If you are unaware, you will not look, you will only notice after the occurance what has happened. example: bullets pinging.
2
Tuesday, December 9, 2008
Thursday, December 4, 2008
Techniques and Counter-techniques
Basic Techniques, Advanced Techniques (allowing success with Basic Techniques against Basic counter-techniques)
Advanced Counter-techniques
Deception: Advanced counter-technique
Variety: Multiple implementations of techniques. Character classes. Weapon selection. Statistic management.
good-unto-itself: a self statistic. self-altering
good-unto-others: to the others!
let there be no bad technique, but plenty of bad-technique-application available.
Fight!
Basic Techniques, Advanced Techniques (allowing success with Basic Techniques against Basic counter-techniques)
Advanced Counter-techniques
Deception: Advanced counter-technique
Variety: Multiple implementations of techniques. Character classes. Weapon selection. Statistic management.
good-unto-itself: a self statistic. self-altering
good-unto-others: to the others!
let there be no bad technique, but plenty of bad-technique-application available.
Fight!
Tuesday, December 2, 2008
Turtle: Phase 0
Thank you Jesus Christ.
For all the life.
Stage
AlternatingSide
TurtleEntity
x
y
hp
crawl (boolean)
hurtmode
BirdEntity (arrayed)
x
y
flightmode
flightleft
destx
desty
MarkovMode
hp (value: 1)
TurtleEntity.mouseover: moveturtle = true
drawhitbox & scan BirdEntity array: flightmode = -30 (+1 animate to -1 = dead)
BirdEntity.move: near Turtle: flash turtle, flightmode = flee
While 1
Alg: When Draw bad bird = 1 :
AlternatingSide,
RandomX
Random Destx, Random Desty
Loop BirdEntity
If flightleft > 0:
If flightmode = Move:
Markov "Towards" Destx/Desty
Flightleft - 1
If flightleft = 0:
If flightmode = Laser:
Fire laser
Flightmode = flee
If flightmode = Move:
flightmode = laser
flightleft = X
End While
For all the life.
Stage
AlternatingSide
TurtleEntity
x
y
hp
crawl (boolean)
hurtmode
BirdEntity (arrayed)
x
y
flightmode
flightleft
destx
desty
MarkovMode
hp (value: 1)
TurtleEntity.mouseover: moveturtle = true
drawhitbox & scan BirdEntity array: flightmode = -30 (+1 animate to -1 = dead)
BirdEntity.move: near Turtle: flash turtle, flightmode = flee
While 1
Alg: When Draw bad bird = 1 :
AlternatingSide,
RandomX
Random Destx, Random Desty
Loop BirdEntity
If flightleft > 0:
If flightmode = Move:
Markov "Towards" Destx/Desty
Flightleft - 1
If flightleft = 0:
If flightmode = Laser:
Fire laser
Flightmode = flee
If flightmode = Move:
flightmode = laser
flightleft = X
End While
Tuesday, November 18, 2008
Monday, November 17, 2008
[Blood and Dust] 1
IntoPsycho Experience
PsychoSomatic Combat system
Custom Event Flow
Primary Deadline and Critical Failure
Life shown: [+++++++++++] brackets out to show max.
Ammo shown [*************]
Life fills up with = from Armor Absorb. If = > + then knockout.
] decrements with permanent wounds
Bullets are fired in one of five angles: straight, offset 15 degrees, offset 30 degrees
Option Move = Center Aim ON/OFF
Option Aim = Center Aim ON Always
Fire: Fire bullet at angle in direction
Left/Right: Adjust aim between five angles
Aim: Increase AimMod, Aim goes up with Inverse Difficulty + WeaponSkill
Bullets have hitboxes front, front-left, front-right.
Front-left and front-right hitboxes have MissChances of 80 - AimMod
If the Bullet has outtraveled its Range its front hitbox has a MissChance of 80 - AimMod and its front-left, front-right hitboxes have a MissChance of 90 and front hitbox has a MissChance of 80 - AimMod.
Range = WeaponSkill + AimMod
AimMod set to 0 whenever you move.
Each weapon has its own maximum AimMod, WeaponSkill, MinimumRange.
Bullets Range = MinimumRange + AimMod + WeaponSkill.
On fire AimMod loses Recoil value.
Aiming for 30: Range = MinRange 20 + AimMod 30 + WeaponSkill 10 = 60
Range = 60
Within Range, Side MissChance = 80 - 30 = 50
Front MissChance = 0 up to 60 Range.
After 60, SideMissChance = 90
Front MissChance = 80 - AimMod = 50
Before MissChance and CoverChance,
AutoHitChance = AimMod
Before MissChance,
CoverChance: Cover absorbs
After Hit,
ArmorChance: Armor absorbs,
Life absorbs =
With ArmorChance failing,
Life - Firepower in +
PsychoSomatic Combat system
Custom Event Flow
Primary Deadline and Critical Failure
Life shown: [+++++++++++] brackets out to show max.
Ammo shown [*************]
Life fills up with = from Armor Absorb. If = > + then knockout.
] decrements with permanent wounds
Bullets are fired in one of five angles: straight, offset 15 degrees, offset 30 degrees
Option Move = Center Aim ON/OFF
Option Aim = Center Aim ON Always
Fire: Fire bullet at angle in direction
Left/Right: Adjust aim between five angles
Aim: Increase AimMod, Aim goes up with Inverse Difficulty + WeaponSkill
Bullets have hitboxes front, front-left, front-right.
Front-left and front-right hitboxes have MissChances of 80 - AimMod
If the Bullet has outtraveled its Range its front hitbox has a MissChance of 80 - AimMod and its front-left, front-right hitboxes have a MissChance of 90 and front hitbox has a MissChance of 80 - AimMod.
Range = WeaponSkill + AimMod
AimMod set to 0 whenever you move.
Each weapon has its own maximum AimMod, WeaponSkill, MinimumRange.
Bullets Range = MinimumRange + AimMod + WeaponSkill.
On fire AimMod loses Recoil value.
Aiming for 30: Range = MinRange 20 + AimMod 30 + WeaponSkill 10 = 60
Range = 60
Within Range, Side MissChance = 80 - 30 = 50
Front MissChance = 0 up to 60 Range.
After 60, SideMissChance = 90
Front MissChance = 80 - AimMod = 50
Before MissChance and CoverChance,
AutoHitChance = AimMod
Before MissChance,
CoverChance: Cover absorbs
After Hit,
ArmorChance: Armor absorbs,
Life absorbs =
With ArmorChance failing,
Life - Firepower in +
Saturday, November 15, 2008
Concept: Protect a living creature from skeletons as it moves through a garden
Technology: InvisiblePixel shading for critical, weak and miss points on sprites
Graphic: Stell's skeletons drawn from the gardens, flying and running skeletons
Gameplay: click weak spots laser [kill], mouseover the living creature to heat it up [keep it moving]
Evolution: living creature evolves
Climax: Boss skeleton
Intelligence: skeletons respond to crosshair, living creature, other skeletons, and own charge in different ways
Failure: living creature is killed
thank you God for this talent!
Technology: InvisiblePixel shading for critical, weak and miss points on sprites
Graphic: Stell's skeletons drawn from the gardens, flying and running skeletons
Gameplay: click weak spots laser [kill], mouseover the living creature to heat it up [keep it moving]
Evolution: living creature evolves
Climax: Boss skeleton
Intelligence: skeletons respond to crosshair, living creature, other skeletons, and own charge in different ways
Failure: living creature is killed
thank you God for this talent!
Sunday, November 9, 2008
Monday, October 20, 2008
Fighting games are a mixture between Psychic and Technical understanding.
Psychic understanding is knowing and predicting the mind of your opponent.
Technical understanding is reading the game state and predicting the next actions of your opponent from the game state.
Distance between two characters can be thought of as "Psychic Safety". When far enough away from the opponent, the player is in no *immediate* danger from the opponent's mind and actions (Psychic and Technique).
Psychic Risk is the total of negative possibilities from any point in a given gamestate for one of the players.
Psychic Safety is the total of positive possibilities from any point in a given gamestate for one of the players.
Psychic Possibility is the total of all possibilities from any point in a given gamestate for one of the players.
Closing the gap between opponents lessens Psychic Safety and increases Psychic Risk. Psychic Risk is the increasing possibility of danger. Most attacks can be "safely" avoided by blocking. Whenever fighters are close enough, blocking is not safe because throws (which counter blocking) become viable. Within a certain range the player can no longer rely on a safe Technique but must use Psychic abilities -- shortening the distance *forces* Psychic action because there is less safety in Technique.
An important gameplay element is the ability for players to alter the Psychic Possibility and increase the opponent's Psychic Risk or increase their own Psychic Safety with a Psychicly Safe Technique. A psychicly safe technique is a technique which has *NO* possibility of being "countered" -- 100% safe or 0% risk.
It is my belief that a game that does not support 0 risk techniques will feel too "random and uncontrollable" to the players. A game that has too many "0 risk" possible gamestates will not be "interesting" or "challenging", because players will only have to master the gamestates and not each other's Psychic mind.
Psychic understanding is knowing and predicting the mind of your opponent.
Technical understanding is reading the game state and predicting the next actions of your opponent from the game state.
Distance between two characters can be thought of as "Psychic Safety". When far enough away from the opponent, the player is in no *immediate* danger from the opponent's mind and actions (Psychic and Technique).
Psychic Risk is the total of negative possibilities from any point in a given gamestate for one of the players.
Psychic Safety is the total of positive possibilities from any point in a given gamestate for one of the players.
Psychic Possibility is the total of all possibilities from any point in a given gamestate for one of the players.
Closing the gap between opponents lessens Psychic Safety and increases Psychic Risk. Psychic Risk is the increasing possibility of danger. Most attacks can be "safely" avoided by blocking. Whenever fighters are close enough, blocking is not safe because throws (which counter blocking) become viable. Within a certain range the player can no longer rely on a safe Technique but must use Psychic abilities -- shortening the distance *forces* Psychic action because there is less safety in Technique.
An important gameplay element is the ability for players to alter the Psychic Possibility and increase the opponent's Psychic Risk or increase their own Psychic Safety with a Psychicly Safe Technique. A psychicly safe technique is a technique which has *NO* possibility of being "countered" -- 100% safe or 0% risk.
It is my belief that a game that does not support 0 risk techniques will feel too "random and uncontrollable" to the players. A game that has too many "0 risk" possible gamestates will not be "interesting" or "challenging", because players will only have to master the gamestates and not each other's Psychic mind.
Link Options
| | Step | Walk | Rush | Standing Punch | Standing Kick | Forward Punch | Forward Kick |
| Finish | X | X | X | X | X | X | X |
| Step | X | X | | X | | X | X |
| Walk | X | X | | X | X | X | X |
| Rush | X | X | X | X | | X | |
| Standing Punch | X | X | | X | | | |
| Standing Kick | X | X | | X | | X | |
| Forward Punch | X | X | | X | | X | |
| Forward Kick | X | X | | X | | X | |
Hitconfirms
| | Standing Punch | Standing Kick | Forward Punch | Forward Kick | Throw |
| Hit | Standing Kick | Walk | Standing kick | Step | Step or Rush |
| Block close | Standing Punch | Finish (unsafe) | Finish | Finish (unsafe) | Finish (unsafe) |
| Block far | Finish | Finish | Pressure or finish | Finish | Finish (unsafe) |
Tuesday, August 26, 2008
brainfuck definition
brainfuck
colors
acid man
overwhelming force
forced reactive avoidance of death
warning forever: overwhelming force, reactive avoidance of death
clean asia: bullet hell, dodge this. forced reaction: dash, dodge or shield. using a "avoid all" prevents you from attacking!
flywrench: fucking difficult execution
colors
acid man
overwhelming force
forced reactive avoidance of death
warning forever: overwhelming force, reactive avoidance of death
clean asia: bullet hell, dodge this. forced reaction: dash, dodge or shield. using a "avoid all" prevents you from attacking!
flywrench: fucking difficult execution
Wednesday, August 20, 2008
Designing Inititive 1
Balance is when you're good you can be outplayed and you're effectiveness increases with skill.
That's it.
One shot TODs aren't fun. Playing is fun.
After an initial hit, the attacker and defender choose their next attack and dodge:
Light Dodge Heavy Dodge
Light attack light,escape full punish
Heavy attack punish,+pos defender>ini (defender launched in air, attacker chooses response, defender is forced to act or fall)
escape: push back
dodge type is decided during hitstun. executed X frames after hitstun finishes Y frames before you can block.
That's it.
One shot TODs aren't fun. Playing is fun.
After an initial hit, the attacker and defender choose their next attack and dodge:
Light Dodge Heavy Dodge
Light attack light,escape full punish
Heavy attack punish,+pos defender>ini (defender launched in air, attacker chooses response, defender is forced to act or fall)
escape: push back
dodge type is decided during hitstun. executed X frames after hitstun finishes Y frames before you can block.
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