Reversals and Counters
5 posters
:: Game Ideas :: Gameplay
Page 1 of 1
Reversals and Counters
I thought I'd take the liberty to actually create a thread because this is important. It was mentioned by mdude so here it is.
mdude186 wrote:Reversals is somthing i would like to see in the game. Such as this:
Someone is charging at you with rasengan then the player being targeted
can somehow grab the users wrist and throw them into the air which
could
then turn into a lions barrage. I'm sorry i went off topic here but i
went to create a new topic and it said that it was too long to be
posted....so here i am.
Tsengu- SOS Programmer
- Posts : 426
Join date : 2008-05-26
Location : Canada
Re: Reversals and Counters
Hmm...making that Might be VERy hard because you have to be able to grab in the game, plus throwing him in the air :S
Umaterasu- SOS Concept Artist
- Posts : 454
Join date : 2008-06-08
Age : 34
Location : Akatsuki Hideout
Re: Reversals and Counters
This is important. We need a good cancel system and a simultaneous ability to throw or hit your enemy with taijutsu.
I think what we should do is make it so, you can perform any move you like and can cancel most moves out by performing another.
So say you hold the 'z' key and drag the mouse to the right, then 'x' and drag mouse right, then 'x' and drag mouse up. This would perform 3 handseals. (while you're doing this you can cancel out of handseal input by pressing 'q'). Pressing 'z' 'x' or 'c' automatically enters handseal input mode.
Now because this matches a handseal combination of a technique/jutsu you have learned (list available by pressing 'j' or maybe 't'), your character actually performs that move. Between now and the end of the action (ignoring the actual time your move does something like takes hp from an enemy) (the action could be the last handseal) you can cancel out of it by doing a different move.
So if you perform a complete set of handseals, then immediately press 'e' to do a kick, your character will kick.
If during that kick, before damage occurs to your enemy, you press something else like double-tap 's' to jump back, your character will stop kicking and jump back.
Please discuss further
I think what we should do is make it so, you can perform any move you like and can cancel most moves out by performing another.
So say you hold the 'z' key and drag the mouse to the right, then 'x' and drag mouse right, then 'x' and drag mouse up. This would perform 3 handseals. (while you're doing this you can cancel out of handseal input by pressing 'q'). Pressing 'z' 'x' or 'c' automatically enters handseal input mode.
Now because this matches a handseal combination of a technique/jutsu you have learned (list available by pressing 'j' or maybe 't'), your character actually performs that move. Between now and the end of the action (ignoring the actual time your move does something like takes hp from an enemy) (the action could be the last handseal) you can cancel out of it by doing a different move.
So if you perform a complete set of handseals, then immediately press 'e' to do a kick, your character will kick.
If during that kick, before damage occurs to your enemy, you press something else like double-tap 's' to jump back, your character will stop kicking and jump back.
Please discuss further
Re: Reversals and Counters
If you need a hand with Tai-Jutsu i learned Japanes federation Karate (Go-Ju-Ryu) i was a black belt at 12 but then i quit but if you need any info or dicriptions of taijutsu moves im the man.
As for counters there are many like luring into traps, taijutsu counters, weapons, genjutsu, disapearing Jutsu, Bloodline / clan ability, so a key system would be unique but out of curiousity will the keys be able to be configured for the players comfort?
As for counters there are many like luring into traps, taijutsu counters, weapons, genjutsu, disapearing Jutsu, Bloodline / clan ability, so a key system would be unique but out of curiousity will the keys be able to be configured for the players comfort?
Sithex- Chuunin
- Posts : 111
Join date : 2008-06-01
Age : 38
Location : Canada
Re: Reversals and Counters
That's the main thing we want to focus on, player satisfaction and comfort. It will be the same here.
Tsengu- SOS Programmer
- Posts : 426
Join date : 2008-05-26
Location : Canada
great idea
Sorlaize wrote:This is important. We need a good cancel system and a simultaneous ability to throw or hit your enemy with taijutsu.
I think what we should do is make it so, you can perform any move you like and can cancel most moves out by performing another.
So say you hold the 'z' key and drag the mouse to the right, then 'x' and drag mouse right, then 'x' and drag mouse up. This would perform 3 handseals. (while you're doing this you can cancel out of handseal input by pressing 'q'). Pressing 'z' 'x' or 'c' automatically enters handseal input mode.
Now because this matches a handseal combination of a technique/jutsu you have learned (list available by pressing 'j' or maybe 't'), your character actually performs that move. Between now and the end of the action (ignoring the actual time your move does something like takes hp from an enemy) (the action could be the last handseal) you can cancel out of it by doing a different move.
So if you perform a complete set of handseals, then immediately press 'e' to do a kick, your character will kick.
If during that kick, before damage occurs to your enemy, you press something else like double-tap 's' to jump back, your character will stop kicking and jump back.
Please discuss further
great idea. but i think that there should be only one button to use for reverses to make things less complicated ....... the only thing u can reverse any ways are taijutsu attacks like weapons or punches or kiks etc...... so we should program a bunch of narutoish reactions a naruto char might do to doge someone using taijutsu on them so for example u r being attacked by a char from the back ( u have to realize that ur being attacked for this to work) and u like press the 'G' key u automaticaly block or doge them (u have to hit the key a second or two before the perwson hits u
kaostheory- Chuunin
- Posts : 75
Join date : 2008-07-06
Re: Reversals and Counters
To make this harder so that not everyone is an expert dodger it should be right before the punch makes contact. We could have a reversal button and a dodge button, so the dodge will just move out of the way, where as the reversal would grab his arm and throw him over you.
Tsengu- SOS Programmer
- Posts : 426
Join date : 2008-05-26
Location : Canada
Re: Reversals and Counters
well judging by different forms of taijutsu i would suspect different counters and throws?
Sithex- Chuunin
- Posts : 111
Join date : 2008-06-01
Age : 38
Location : Canada
:: Game Ideas :: Gameplay
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum