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Santell Character Design

Simple design ideas for Santell's Move set and Play-style.

  • Plays aggressively, like a rushdown character.
  • User-Friendly, simple inputs for specials.
  • Special Moves allow you to mash buttons, for either an additional effect, or extra damage.
  • Taunt Buffs Santell, undecided effect.
  • Uses a Megaphone as a primary weapon. (Mentioned the Street Fighter V Story Mode, Inspired by his loud nature on the show in general.)
  • Uses a Taser for a special, potentially to extend combos with? (Mentioned in Injustice Story Mode)
  • Super is him running the enemy over with a Car. (mentioned in Injustice Story Mode, Tie-in with Car Talk Combo.)

Ideas from the stream.

Ideas from the stream:

  • Pokekellz has Pupboi Wallace as an assist.
  • Alex's Super is called "Laterman" where he sends you flying into the 'background' and he waves at you with a :tovgShaka:
  • Alex Blows a kiss as a projectile.
  • Jirard Sweeps, both as a normal move or as a super, he would also have one of the best sweeps in the game.
  • Fraiser would be a character that you could never unlock.
  • Jesse Cox and Dodger as playable characters. (?)
  • Jimmy (Sunder) would play similarly to Nash in SFV.
  • Santell would be a rushdown character, Very User-friendly, lot of mash moves (you mash the button and stuff comes out?), Taunts are important to Santell's gameplay (buffs him whenever he uses it).

Placeholder names till we could legally use their names
Jirard: The Finisher, Projirard the Finishist, Zee Completion ist,
Alex: Alek, Kool Man/Coolman
Brett: Garett, Bret (drop a T). Bert.
Santell: Samtell.
Pokekellz: Pokerkellz
Dodger: Digger.
Sunder: Shatter, Suffer (lol), Sundae, Lasander.

Combat feature list.

As far as I can see:

  • Networking
  • Health bars. How?
  • Characters can move around, duck, and jump?
  • Have multiple hitboxes. (Head, body, legs?, each with a different knockback animation, and different stats, etc?)

Attacking:

  • Players press buttons to activate attacks
  • It plays an animation for x frames
  • then an attack entity spawns.
    If the attack entity collides with one of the character's hitboxes:
  • the attack entity despawns?
  • the character's health depletes
  • And an animation of them being knocked back plays, then their hitboxes are in new positions.
    Rinse and repeat.

To do prototype

Just a little to do list in no particular order on the prototype so we get an overview.
When this list is done I would consider the project ready to go into more detailed planning concerning art, mechanics(resources,combos) and movelists.I'm sure this list isn't complete so please add anything that comes to mind

  • finish attacks(hitstun,knockdown)
  • throws
  • jumping attacks
  • GUI Framework
  • health
  • translate analog input(stick,triggers)
  • lower resolution
  • hard map borders and camera

Notes on RiB Games

Here's the notes I've taken from Run it Back so far. Please do make additions if you recall anything more or even have other games to add.

TMNT: Tournament Fighters
SNES:
„The Game rewards offense“– Super Bar stealing
4 Button Fighter
A lot like Street Fighter
Sega:
2 Button Fighter (Hard punch done with forward)
Faster than SNES
Special Moves mid-air

Gundam Wing-Endless Duel
Generally long range thanks to bullets
Jump Boost
Bloody Roar
Based around powered-up form / multiple move sets per character
Under certain circumstances you can be punished for hitting your opponent
Shaq-Fu
Floaty movement
Unintuitive controls
Big stages
Life regeneration

Soul Calibur II
3d Fighter with Free movement
Dodging verticals sideways and horizontals by ducking
Mighty Morphin power Rangers – The Fighting Edition
Throw power struggle
Periodic supercharge (The Bars keep charging to max and immediately going back to zero automatically)

Gundam Battle Assault
Jets (Dash, fly)
Dodge into background
Multiple Life bars (instead of Rounds), losing a Life bar always results in a knockdown

Marvel Super Heroes
Collectible powers (Gems)
Stronger focus on Air Combos

Capcom vs. SNK PRO
Teams, beating one of the other player’s characters brings the next one out
A small amount of health is restored to the winning character
Dodge roll
Manual super charge (Hold heavy buttons to fill meter)

Evil Zone
Everything is ranged
The lower your health the more quickly you can super (Manual charge)
Stock multiple supers
Sidestep

MK vs DC
The guessing game (YES that goes right into the game, no doubt)
Breakers

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