Note: screenshots already leaked here: http://tvtropes.org/pmwiki/pmwiki.php/Main/SingleStrokeBattle
http://tvtropes.org/pmwiki/pmwiki.php/Main/DelayedCausality
http://tvtropes.org/pmwiki/pmwiki.php/Main/SwordLines
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Input
- A library for gamepad and keyboard input assignment and remapping, including UI
- Allow early inputs where appropriate
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Press down to land on platforms easier
- Head towards zero velocity in air
- Don't fall off ledges
- Maybe holding left and right could do this too, or... would that just be confusing?
- Maybe course-correct towards platforms within some margin too?
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Going down walls
- Remove wall-slipping (just stick to walls)
- Add friction when wall-dropping (or it would be "descending", rather; and would it be necessary then?)
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Ledge grabbing (you can climb up a ledge but it's easy to overshoot the platform)
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Clash outcomes
- WIN/LOSE
- one player fails to attack or block
- one player wins the power contest
- DRAW
- a player successfully blocks
- both players block
- LETHAL DRAW
- both players attack with (approximately) the same hit power
- both players block and BOTH swords break
- WIN/LOSE
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Special match outcomes
- WIN/LOSE
- a player falls into an abyss
- DRAW
- time runs out
- LETHAL DRAW
- both players fall into an abyss
- WIN/LOSE
If the match is a draw, there can be a sudden death final standoff/JUMPoff more like it HEH, with the jumping and the slice-a-dicing and not so much of the blocking.
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Blocking should damage your sword based on how well you blocked vs their attack, with a minimum damage, and blocking should simply always work as long as you don't miss and your sword is intact.
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Maybe you should be able to hold down block beforehand rather than timing it, which would be more reliable but would damage your sword by the full amount.
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Maybe the timing for blocking could be based on when the other player attacks?
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Make outcomes more predictable at close range
- by weighting the height advantage less at closer range
- or maybe making the height advantage more linear or exponential or logarithmic instead of angular
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Use rendered player for hit detection, or at least have a better hitbox
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Scarves/hair/capes/cloaks/whatever get cut off, and then five seconds later... shloomp, off goes the head
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Indicate 50% & 25% sword health audio-visually AND ALSO 0% because that's kind of important
Like Lethal League does really well, the characters might seem aesthetic at first, but as you play with them you start to notice significant differences.
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characters
- eh, maybe no characters
- two hit wonder
- two swords
- average power higher for two successful hits, lower for one
- due to delay, you generally have to hit on both sides of the circle of attack to be effective
- Braggro - Mesas & cliffs of red clay
- bamboozler
- wields reed staff (not bamboo)
- staff can be cut off at one or two points, so very little durability
- could be dynamic, being cut off based on the attacker's distance, which should encourage... keeping a distance?
- low damage probably
- Yeccalio - cold icy miserable salt marsh
- knife guy
- really shit swing radius
- is there any reason this should exist?
- yes
- to show how pro u are
- can block indefinitely
- Yeccalio - warm open field
- bird guy
- can slow himself down in the air (very well)
- does he glide when he does that?
- just better air control in general
- bird motif, not part bird
- thin sharp razor sword
- Seslo - island nation, coastal, steep cliffs
- big guy
- big sword
- good block, long delay?
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character packs
- lethal league crossover
- dank memes collection
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Global timescale
- For development, seeing animations and behavior in detail
- Option for custom matches
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Round timer
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Dissuade/limit strategy of running out the clock (esp. for best-of matches)
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Screens
- Title
- Pause
- Settings
- Controls
- SFX volume
- Music volume
- Credits
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Anticipate collision with wall for animation