Difference between revisions of "Rythym Action Damage and Streaks"
From UtterChaos
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=Current Choice= | =Current Choice= | ||
I like idea 2 the most so far. | I like idea 2 the most so far. | ||
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+ | Stunning enemies - While fighting, you may want to switch targets. Also, since you're concentrating on one badguy (usually) you don't want other badguys to interrupt your fat beetz. I needed a way to stun enemies while playing the song. | ||
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=Implementation 1= | =Implementation 1= | ||
*Increase damage output when a melody is completed, up to a maximum. | *Increase damage output when a melody is completed, up to a maximum. |
Revision as of 16:14, 28 February 2006
Current Choice
I like idea 2 the most so far.
Stunning enemies - While fighting, you may want to switch targets. Also, since you're concentrating on one badguy (usually) you don't want other badguys to interrupt your fat beetz. I needed a way to stun enemies while playing the song.
Implementation 1
- Increase damage output when a melody is completed, up to a maximum.
- Getting hit reduces the multiplier.
- The alternate mode brings the multiplier to maximum.
Cons
- Rewards early play too much.
- Rewards never getting hit too much (difficulty is skewed.)
Implementation 2
- Damage output is increased with each melodic phrase.
- When the enemy is beaten, or the melody is completed, or character is hit, the damage resets to normal.
- Completing a melodic phrase stuns all enemies for a short time.
- The alternate mode stuns all enemies for a bit, and maxes out the damage for one melody.
Pros
- Controls the damage to a per-melody basis.
- Emphasizes streaks, but only to one melody, and not throughout the entire song (like Implementation 1)
- Stunning enemies gives the player time to switch targets.
Cons
- Getting hit is a big deterrent (maybe?)
- Emphasizes staying on one target.