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February 3, 2017

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)

P
Palaman2122 · February 4, 2017

so what reversal does?

E
Enlit3D · February 4, 2017

You grab the opponent. High risk high reward.

G
GZ · February 3, 2017

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.

E
Enlit3D · February 3, 2017

UI is a good concern. Hmm... Can start by making escape bar a vertical bar and to the side?