Difference between revisions of "Rythym Action Damage and Streaks"

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(Current Choice)
(Implementation 2)
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=Implementation 2=
 
=Implementation 2=
 
*Damage output is increased with each melodic phrase.
 
*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.
+
*When the melody is completed, the damage resets to normal.
 
*Completing a melodic phrase stuns all enemies for a short time.
 
*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.
 
*The alternate mode stuns all enemies for a bit, and maxes out the damage for one melody.
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==Cons==
 
==Cons==
*Getting hit is a big deterrent (maybe?)
 
 
*Emphasizes staying on one target.
 
*Emphasizes staying on one target.
 +
*The positive feedback loop (of damage during a melody) is limited-time-only. But it does control the song.
 +
*The player could abuse this system by attacking safe/weak enemies to build up the damage, then switch to a hard enemy to deal real damage, and avoid its parries. Maybe this is just a high-level abuse I can leave for "hard mode" or something to handle.

Revision as of 16:19, 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 melody is completed, 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

  • Emphasizes staying on one target.
  • The positive feedback loop (of damage during a melody) is limited-time-only. But it does control the song.
  • The player could abuse this system by attacking safe/weak enemies to build up the damage, then switch to a hard enemy to deal real damage, and avoid its parries. Maybe this is just a high-level abuse I can leave for "hard mode" or something to handle.