No, no, the decision is up to
us. Though I guess the final vote may be in my hands possibly, I'll decide according to what the community favours most... or try. I'll probably be biased by what I want myself, too, but I'll always let you guys chime in - it's a community-made game after all.
But I'll think about it. I can totally see raven-like wings being pretty cool on him too. Floating spectral raven wings mmm
Bionichute wrote:I think we might have to lay out some extra grounding for the movesets, because some of what you've been writing for them is... confusing.
I started writing these movesets a year or two ago on the two characters Lunette and Henchman. I created it for one and then adopted it for the next. Then I did the same for Jano two years later. I can imagine there being tuning points.
Are the Basic Attacks separate actions, or are they just one big combo attack?
The basic attacks so far enumerated my ideas of how the character will attack. A basic attack will be like a smash attack in Brawl. When you perform a basic or 'charged basic' (smash) attack, you will do one of the listed attacks. I haven't thought of how these attacks will vary (for example depending on the direction held) especially because I didn't value them much, but I realise that's a fault in my thinking! As of yet, the three movesets just listed some general ideas on how the character would 'basic attack' to give you an idea on how their playing style is. We should indeed flesh them out more; staying close to Brawl as my prime inspiration for most of the attack scheme, you can imagine how varied attacks can become by looking at characters like Snake. He has trip mines, upwards rockets, punches, jabs, kicks all in his basic attacks. Let's flesh out our characters in similar fashion.
Are the Overcharge attacks part of the special attacks, or are they a completely different command?
The Supercharge attacks (which run into the faulty Overcharge if charged too long) were in my mind a sort of channeling attack which was separate from any of the other attacks. The thing with it, though, is finding suitable ways to incorporate them. So far, I've just seen them as 'press and hold button, charge up' attacks, but that of course leaves the character extremely vulnerable. Of course they can release whenever they want, but the fun in Supercharging is getting that sweet 100% charge boost to your power. We'll need to discuss on how to implement this exactly. I've thought of stamina bars and the lot, but I don't want to make all the individual systems too complex with the Energy total and percentage gague
and a stamina bar (and in Jano's case
on top of that another gague indicating his Nightmarish Fever). I'm not too sure how to implement it just yet. Maybe I should draw inspiration from Brawl again - I'm thinking maybe of how Lucario's special directionless attack works. Got ideas yourself?
Is there a Grab button?
Not yet, but there could be.
Do characters have a general aerial attack, or does that activate Floating?
No, it doesn't activate floating. Floating, much like in the rest of the Rayman series, is a special power that all characters have while they are airborne. Activated, they can hover down more slowly and steer freely (or in Jano's case, glide swiftly to one side). While they are either airborne or using their floating ability, they can perform 'basic attacks' as per usual, except they will trigger a specific set of special, aerial attacks.
The common denominator in all aerial attacks is that the AA down causes the character to plummet down and attack anything beneath it, while the AA up move is basically another attack that also substitutes for a recovery move should a ledge be above them. The AA side is so far unique in all characters I thought of: Lunette simply moves sideways as he tries to harm an enemy, still descending as usual. The Henchman attacks to the side but also propells himself in the opposite direction and keeps himself airborne for a tad longer. Jano tries to hurt the enemy in front of his glide path and afterwards continues his glide in the direction he was going in.
As for a general aerial attack, I didn't think of one as I sort of see the aerial attacks as being airborne special attacks (though the original special attacks should still be available while airborne). They replace basic attacks with whatever is listed as the characters' aerial attacks.
Also, Jano seems pretty good, like the Nightmare Fever, but it'd be neat if it was a bit more fleshed out.
Granted. Movesets are just conceptual, of course. Many changes are still possible.
PS
I noticed that my current scheme for character movesets have no 'special directionless attack' though I can't recall if that's intentional or if I just forgot about it. I want to say that's intentional, but it would add to the variety (and (balancing) difficulty) of a character should there also be a special directionless attack.