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Zenkai Knights

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what kind of modding system should i build

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Re: Zenkai Knights

Post by Endymion on Thu May 18, 2017 1:16 pm

Good luck with the project, I look forward for the first public teaser.

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Re: Zenkai Knights

Post by InfinitasImpetum on Thu May 18, 2017 9:03 pm

so i might have to go with plan B for firing animation which is animation blending. since procedural aiming is being a pain to implement.

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Re: Zenkai Knights

Post by Endymion on Fri May 19, 2017 7:26 am

That is more than enough. These are mechs anyway, they have no procedural movements (science-wise) as everything is programed. They move as they system moves them.

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Re: Zenkai Knights

Post by InfinitasImpetum on Fri May 19, 2017 9:20 am

animation blending should allow mechs to have their own firing styles.

going back to the weapons using 1 energy bar as i originally planned. going to have the bar recharge slower when energy is low.

here is the math to determine recharge rate:
recharge rate = max charge rate * ((energy + 1) / max energy)

another choice is a redzone where charge rate is severely reduced and when out it goes back to normal. the reason for this is to prevent certain moves from being used too much. example is ranged attacks.


my original plan was to have the UI in game to be less cluttered and less stuff to track.

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Re: Zenkai Knights

Post by Endymion on Fri May 19, 2017 7:47 pm

In that cause a single energy gauge would be enough. Different attacks takes away different amount, and the recharge rate works as you writed above. Some ranged attacks may have limited ammo as previously stated. There won't be 9 other mechs around you attacking everything so there is no need of complex attack indicators.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat May 20, 2017 8:49 am

the weapons ammo is technically unlimited but the use of certain attacks are limited by the energy gauge.  this is similar to how dragonball games handles super attacks.


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Re: Zenkai Knights

Post by Endymion on Sat May 20, 2017 12:32 pm

Last resort instead of casual weapons, not bad idea. It can make the late game more interesting. The most epic scene will be the end when everyone unleash everything they accumulated or saved up.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun May 21, 2017 9:45 am

considering adding a new form of boost mechanic called Overburn Jump.  Overburn Jump consumes rest of the boost guage and allows a mech to cross a large chunk of the map in less time.  amount of boost left determines distance gone. start of charging the boost is delayed double amount of time when this is used.


i am currently working on movement code which i should be able to get done easily.  when ready i will do a vid then focus on attacking probably beginning with melee. animations will not be very good.

xbox controllers will not support remapping.  keyboard will support remapping.


going to add boost dive concept seen in gundam versus into the game also adding boost rise also.

boost mechanics may be different than how windom and exvs games have it.  boost button will probably not boost you up.  boost up will hand this.

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Re: Zenkai Knights

Post by Endymion on Sun May 21, 2017 7:33 pm

A lot of new ideas. I really can't say much, keep up with the good work.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon May 22, 2017 2:37 pm

boost up and boost down extra mechanics:

boost up (double tap) (while grounded)(directional movement required) = Boost rise
press primary melee button after boost rise to perform rising strike

boost down (double tap)(while in air)(directional movement required) = boost dive
press primary melee button after boost dive to perform shockwave dive
shockwave dive temporarily stuns enemies within shockwave range.

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Re: Zenkai Knights

Post by Endymion on Tue May 23, 2017 7:07 am

It starts sounding like a Dynasty Warrior game lol, that had this mechanics.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue May 23, 2017 8:48 am

my crazy programmer side is telling me to make a self learning AI for the game.  at first the AI doesn't know anything about the mechs as it plays it learns each one.  similar to how a human would but the AI gets information from the environment differently and at the same time kinda like a human.  each object within its sight is recorded and determines what it is by that.

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Re: Zenkai Knights

Post by Endymion on Tue May 23, 2017 12:17 pm

Well, I look forward for it. It will be the most advanced AI I ever seen.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue May 23, 2017 2:10 pm

pressing boost with no direction will cause mech to jump up and then hover when grounded. if in air it will just have you hover.


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Re: Zenkai Knights

Post by InfinitasImpetum on Wed May 24, 2017 9:01 pm

going to add reinforced guard. press sub attack button + guard. reinforce guard increases guard strength reducing damage even more at the cost of energy.

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Re: Zenkai Knights

Post by Endymion on Thu May 25, 2017 7:11 am

Wait, does guarding still cause damage (like in the Street Fighter-like fighting games)? But the mechs using shields. It would be much better if the shield has a separate HP gauge, and the units may have different amount.

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Re: Zenkai Knights

Post by InfinitasImpetum on Thu May 25, 2017 8:43 am

reinforce guard strengthens armor of the mech entirely. it will reduce damage when being surrounded. regular guard can only reduce damage in 1 direction. i am considering just making this a mode where its active until turned off. also considering changing it to be called armor polarization. the idea of this comes from star trek.

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Re: Zenkai Knights

Post by Endymion on Fri May 26, 2017 1:22 pm

Gundam SEED used a similar technology just in a less real meaning. Phase Shift Armor or something like that.

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Re: Zenkai Knights

Post by InfinitasImpetum on Fri May 26, 2017 10:52 pm

features implemented:
-standing and walking
-boost and boost up
-lockon

boost down seems tricky considered making only usable when doing boost or make boost down angle you down forward.


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Re: Zenkai Knights

Post by Endymion on Sat May 27, 2017 6:04 am

Or make it work with button combination. There should be a boost and a separate boost down button. While boosting and using the boost down it angle you down forward, while pressing boost down only it angle you straight downward.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat May 27, 2017 8:04 am

Endymion wrote:Or make it work with button combination. There should be a boost and a separate boost down button. While boosting and using the boost down it angle you down forward, while pressing boost down only it angle you straight downward.

the current setup with little alteration can have that.  the problem really is in the animation.

going to move to attacks and just come back to this. since i have enough of the movement system implemented to move around the stage.


going to add a training mode which will take place in a gravity chamber. you will be able to change the gravity to test out playing in different types of gravitys.

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Re: Zenkai Knights

Post by Endymion on Sat May 27, 2017 8:46 pm

That sounds cool.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue May 30, 2017 3:57 pm

decided to make sub attack button + guard be Zenkai Mode with atleast 3 modes you can go into. zenkai meter will be added when full you can activate this mode.

list of the zenkai modes:
Polarization - damage reduction
Overdrive - Increase in speed
Overcharge - Damage increase





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Re: Zenkai Knights

Post by Endymion on Wed May 31, 2017 7:23 am

This adds a little more gameplay-depth, nice idea.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue Jun 06, 2017 11:22 am

so I have bad new.  my hard drive with ZK data got slightly corrupted.  currently fixing things.


edit:
good news - i recovered most the asset data.

bad news is 1 script got corrupted.  i also have to wipe both of my hard drives.

actually i could keep my hard drives as is but i feel its necessary to do this.

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Re: Zenkai Knights

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