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April 16, 2023

Upcoming features: ability selection and level ups

I added an Abilities tab where players can customize which abilities to bring.

I think 4 total abilities is a good number. I thought about maybe adding one additional ability slot, and having it assigned to the [no-direction] + Special Button input button. But that's probably going to lead to a significant number of miscasts so I don't think it's worth it.

Note that Grabs is not a privilege action unlike the case in Heroine Rumble 1 and Heroine Rescue Team. It is a normal ability just like any other. Meaning that if players wish to play as character without grabs or make bots never use grabs, they can do so soon.

This is the new ability grid displayed in combat to replace the old text based system.

I added cooldowns for abilities and the icon shows the typical decaying gray overlay to represent the cooldown.

I also made it so that direction key + special key and special key + direction key both uses the ability rather than limiting it to special key then direction key in the previous versions.

I am in the process of removing stamina cost in-game. Instead, abilities will cost mana. When the character is out of mana to use an ability, that icon will turn blue. (The left icon as an example.)

Feels like having both regenerating stamina and mana is redundant, and I don't want too many bars. Considering replacing the stamina bar with something like a ultimate or momentum meter, where the player can build up during combat. And then do a special finisher move/grab when maxed.

One way to learn new abilities is through leveling up.

I choose this random level up setup again because I feel it is more interesting than having a fixed level up tree and add a little more uniqueness to different characters.

I decided to add a class system to the game unlike Heroine Rumble 1 and Heroine Rescue Team which is "classless." The class determines which level up options are available. As an example, the fighter class gets level up choices helping them fight in the melee where as the mage class gets level up choices unlocking new spells and fighting in range.

Different classes probably will provide different stat bonuses in the future as well but for now, only determines the level ups pool.

I will finish this post with a poll. I been working on adding new abilities and new internal mechanics to implement new ability effects. Think spells, projectiles, and such. Magical attacks and weaponry is a no brainer for Brawler mode and Heroine Rescue Team 2 SoonTM, but do you want to see magical attacks and weaponry for Versus Mode/ Heroine Rumble 2?

Comments (11)

V
VitAnyaNaked · April 21, 2023

Yes, 4 abilities is quite enough. And as for the poll, I think that magical attacks and weaponry is fine for Versus Mode / Heroine Rumble 2

j
jungeru · April 17, 2023

Magic & weapon, makes HRT2 better future. please don't put it in Versus.

S
Suzy_moo · April 17, 2023

I'm shocked to see the poll results. I never saw Versus mode as a wrestling game ESPECIALLY, I just felt like it was just a facet of it's theme. It would be a shame to reduce the amount of options, but I completely understand c:

L
Luccassor · April 17, 2023

My perspective is that if this is intended to be the successor to the original Heroine Rumble, then it ought to be fairly similar to it - just improved in as many aspects as possible (granted, 'improved' may be in the eye of the beholder to an extent, but the core point should still stand)

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Luccassor · April 30, 2023

I'll add this: if Scuffed Rumble/Versus Mode becomes a separate game from Heroine Rumble 2, then it's perfectly fine to have weapons spells in it since it's a split off from Corrupted at the Core, which seems to have become a successor to Heroine Rescue Team even if Heroine Rescue Team 2 winds up becoming something different Heroine Rumble 2 though should remain wrestling focused - doing what the original did, but more of it and in a new engine

N
NoobStatements · April 17, 2023

We all know the purpose of the game so the crucial thing is to make 2 kinds of people happy. 1. I beat a strong component by wrestling technics and she can't struggle. 2. I got beated by AI although struggled a lot.

A
Azwhip · April 16, 2023

This is a tricky question for one reason. I felt the game needed more moves already. But not those types so I voted no. But then if your talking about chairs and tables and such from outside the ring that might change my opinion too. For example, knives and guns would be out for me, so saying weapons is also a bit confusing.

A
Azwhip · April 16, 2023

Also, magic is out for me too.

M
MpMan · April 16, 2023

seeing is believing in order to see what kind of 'improvement' magical attack do could you provide a test build for this ? in my opinion , there is already a magical attack already in versus mode /heroine rumble , so it more like expanding the kind of magical attack. (maybe adding stun or weakness to specific move after magical attack would add more 'spice') unlike 'magic" , weaponry is not something that can be related to wrestling it the weapon that seem more the reason for reject the first choice. maybe if you added a third choice " yes , improve magical attack in versus " it may would have more a consensus

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Lucas Tigy · April 24, 2023

unless the "weapon" is a folding chair ;P

J
Juffo78 · April 16, 2023

I think, HRT 2 should focus on the stats and looted/bought weapons.