XaiJu
enlit3d
enlit3d

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Screen Shake

Implemented screen/camera shake in game now to make hits feel more impactful. Effect is rather subtle so its difficult to show via pictures or video, but the effect will be there in the next patch!

Been pondering about this, suppose that there is a 1vX mode, should grapples be interruptable? If a character is performing a move on enemy A, should the enemy B, whom is free to act, be able to interrupt that move and free his friend, enemy A? In the same notion, what about just grabbing the enemy, should it be treated the same way?

I am leaning towards interruptible grabs, but uninterruptible moves (submission/humil/throw/H-moves). What does everyone think?
 

Comments

Depends on how the multiple character matches go. You could make all moves interruptible but if the match is elimination style, reduce the likelihood that somebody will make the attempt. Also, if you're going to make the interrupts based on ground attacks, not all of the characters have ground attacks, in which case, you should at least make a basic ground strike move for every character in order to balance this out.

LordJerle

This might be a long one. I have played a lot of WWE games so I am quite familiar with the concept of grapples, holds, and interruption. The problem with 1vX in this games is that the mechanics currently don't allow this kind of format to work very well. The feel I've got for this game works in 1v1, 1vX is might be challenging. The way I've seen this work is through counters. For example, in a WWE game if I have someone in a hold and their partner tries to attack me, I could press the counter button. If I time it right, the animation of the hold immediately ends but I'm safe from damage and now at an offensive advantage. But those games (the good ones) are much more fast paced with tighter controls. In my opinion, grapples (before doing a move) and holds (h-moves, ect.) should be interruptable, but only through strikes. In the current build, when a girl is performing a hold on another girl, both players stamina (not health) refill during the animation. My solution is the girl performing the hold against her victim should lose stamina when struck. Once her stamina is empty, the hold/grapple is broken. When she is hit though, she gains super meter, and when she performs the speed up hold/uses meter, she has infinite stamina during the duration. I feel this would give the handicapped girl a real fighting chance as the victim of the hold doesn't have a free escape. Also, when a girl does a throw (powerbomb, suplex), she should be uninterruptible and the attack should knock down any near by opponents. So to bring it all together, here is my theory match. I am P1, against C1 & C2. I start with a knockdown move against C1, and while she's down I grab C2. I start a hold, C1 gets up and attacks me, building my super meter but draining stamina. C2 is free, they are both above me and I wake-up kick, knocking C2 down. I grab C1 and perform a throw, powerbomb, which knocks down C2 again and leaves C1 grounded. I grab and do a hold on C2, when C1 gets up and attacks me, I use my now fully charged super meter on poor C2. C1 tries to attack but I KO/Submit C2, leaving me to know 1v1 C1 or maybe I already won. I'm really sorry that was so long, I really wanted to give you a in-depth example. I guess I'm just showing how much I love the game.

GZ

I would suggest having the grabs interruptible; but during moves the other enemies/allies can increase/decrease the escape meter using the grab button or maybe use their strike attacks to damage the other party and break the grab when it reaches a certain threshold (the characters that are locked in the animation take reduced damage from those hits).

Eternal_Decay

It'd be more realistic for all moves and grabs to be interruptable, but that would make it almost impossible to win if fighting multiple opponents. Your idea of making only grabs interruptable would probably be the best for balanced gameplay.

Gregory Anderson


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