61 lines
3.5 KiB
Markdown
61 lines
3.5 KiB
Markdown
# Documentation
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This folder hosts documentation about the game and its design.
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## Fighters
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There are currently ideas floating around for the following characters:
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- [Tux](fighters/Tux.md)
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## Combat system
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Every character has 4 move types. These are:
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1. Light attacks
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2. Heavy attacks
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3. Special attacks
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4. Aerial attacks
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For every move type, there are four directions that an attack can be made:
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1. Up
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2. Down
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3. Sideways (both left and right)
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4. Neutral (no direction)
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Some fighters may choose to give more customizability or more options, but
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there is a general acceptance that each move type has four different attacks.
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A fighter is expected to make the attacks in the given conditions:
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| Button type | On ground | In the air |
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| -------------- | -------------- | -------------- |
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| Light attack | Light attack | Aerial attack |
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| Heavy attack | Heavy attack | Aerial attack |
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| Special attack | Special attack | Special attack |
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## Move types
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Although fighters can deviate from the following recommendations, this is
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generally a guide for how moves are expected to work:
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| Move type | Direction | Description |
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| ---------- | --------- | ----------- |
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| Light | Up | Defensive move that punishes enemies standing directly above the player, or ones that try to jump over the player. |
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| Light | Down | Move with relatively more knockback that pushes enemies back. Should generally miss enemies in the air. |
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| Light | Sideways | Standard move that is relatively fast and deals a moderate amount of damage. |
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| Light | Neutral | A quick jab or punch that takes very little time and deals little damage. Great for starting combos, or for quickly punishing enemies that react too slowly. |
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| Heavy | Up | Slow finisher move that shoots players in the air. |
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| Heavy | Down | Usually the quickest and the least effective heavy attack. Does significant damage and knockback but is still somewhat quick. |
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| Heavy | Sideways | Slow finisher move with usually the highest knockback. |
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| Heavy | Neutral | Usually the slowest move that deals the most damage. Some fighters might be able to hold the button extra long to increase damage buildup. |
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| Special | Up | Flight move that suspends the fighter significantly into the air. This is meant for recovery whenever the fighter falls of the arena. |
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| Special | Down | Usually a personal special move that helps the fighter gain an advantage in battle. They might charge up some power meter, summon projectiles, activate an ability, create a defensive shield or cause something else to change. |
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| Special | Sideways | Usually a personal special move that deals a lot of damage. |
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| Special | Neutral | Usually a personal special move that involves firing a projectile. Unless a character is meant to be extremely aggressive and close combat oriented, this move helps the fighter gain the upper hand against an avoidant enemy and keeps the game fun and engaging. |
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| Aerial | Up | Usually a defensive move that punishes enemies above the player. |
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| Aerial | Down | Usually an offensive move that knocks back enemies downwards. Meant to be quite deadly when there's no ground below. |
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| Aerial | Sideways | Usually a standard move that is relatively fast and deals a moderate amount of damage. |
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| Aerial | Neutral | Combo-breaking move that hits enemies in (almost) all directions, with the intent of breaking up enemies' flow. |
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