Grapple changes
Many people have expressed interest in having something for players to do when a move is performed on their character. So instead of just deciding whether to resist or not, the player can now choose to <escape> , do a <reversal>, or <break free> by spend special meter. Of course, the player can choose to not resist as well.
changes:
during a move:
characters no longer free themselves automatically when the bar is full
there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>
the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.
the timing window for <reversal> is 70ms, or about 4 frames
should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar duration by deliberately failing, but that is already accounted for.
players can also <breakfree> of the hold anytime by spending special meter
<reversal> is bound to <attack>
<escape> is bound to <guard>
<breakfree> is bound to <special>
when grabbed:
same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting
Comments (4)
so what reversal does?
You grab the opponent. High risk high reward.
This is gonna be interesting. Since I've started playing your game, I never play with the meter bars on. The main reason I don't is because I hate how the meter sits over the characters. This will definitely add to the challenge of the game.
UI is a good concern. Hmm... Can start by making escape bar a vertical bar and to the side?
