![]() ![]() If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: I do wonder if it'd be difficult though to try building up something like this? If taking in that it'd be pretty much a turn-based RPG with launching sequence being sorta real-time (but still made that the enemy homes always to other units or even other enemies.)Īnd for most part, units attack in "single attacks", as opposed to multiple ones crammed to one technique like in the regular attacks, so it's easier to attack overall.Your IP address has been temporarily blocked due to a large number of HTTP requests. This way each character in these episodes could be worked on individually and possibly lead to bigger story segments being in the possibly similar levels to the official games this gameplay concept takes inspirations from. However, I actually had thought of stuff about this gameplay concept being made into a fangame engine, which when fully polished, could lead a way to decently create "episodes" with selection of characters crossed over for that episode. (Or hey, maybe I could get a job and use the money from it to hire some freelance fangame developer to attempt buildin' something like this) ATM though this idea's gonna be most likely stay what it is: an idea. What do you think?Ĭlick to expand.It'd be really rad, yeah. Skills can be used before a battle, which go back on using the XP-meter from P x Z.Īlrighty! Dunno what to do with this all, but I merely just wanted to create something interesting looking for times where creativity like that would be needed somewhere. These then can be followed by a Special Attack or a Launcher if desired, depending on how many slots you have left to input a command still. Some attacks and weapons used can keep the opponent locked airborne or move him in specific ways that can help to lead for another combo. Some attacks are light and others heavy, which move the opponent in the said ways on the battlefield. If I could sum it up, each unit can function alone or in pairs, with independent attacks that add percents to increase the damage multiplier for the launching sequence with other units in the battlefield. + Depleting enemy health to the point they can be cannonballing to other enemies, like in Smash Run. Skills are activated before going into the battlefield turn. ![]() + Skills (1 per time, 3 in total to have options.) Obviously buffs or debuffs, some can modify the terrain or the battlefield's elements, some are like special attacks but more on the status move-side, and finally aid in attacking or supporting units. Pair Units are more effective at racking up percentage and their damage multiplier increase more than that of Solo Units during launching sequence, but their launching capabilities are more difficult to time and both units take damage if they miss launching the enemy to the next unit. Pairs are more of specific character-related, but more robust, and can share certain types of synergy. + Pair Units are usable, but you can detach both units from each other, making the pair more spread out. + Some enemies fight based contextually on the battlefield they're at, giving some depth to them like Mario & Luigi-games. Specials use their own meter (SP) for each formation. Each unit receives 3 moves, while more status-based are relocated to skills instead. + Specials - Basically those from Smash for Nintendo's characters and Special Commands for Capcom's. Other concepts me and MB thought to complement to all this were: So basically, if you have fast hands, creativity and reaction time, it can be very fun to see how far you get with your units and their unified but fast, sequential attacking. Sonic now finishes Koopa Troopa off with Sonic Flair, ending the battle finally for this battlefield. ![]()
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