Difference between revisions of "Rythym Action Damage and Streaks"

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(Current Choice)
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=Current Choice=
 
=Current Choice=
 
I like idea 2 the most so far.
 
I like idea 2 the most so far.
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 +
Stunning enemies - While fighting, you may want to switch targets. Also, since you're concentrating on one badguy (usually) you don't want other badguys to interrupt your fat beetz. I needed a way to stun enemies while playing the song.
 +
 
=Implementation 1=
 
=Implementation 1=
 
*Increase damage output when a melody is completed, up to a maximum.
 
*Increase damage output when a melody is completed, up to a maximum.

Revision as of 17:14, 28 February 2006

Current Choice

I like idea 2 the most so far.

Stunning enemies - While fighting, you may want to switch targets. Also, since you're concentrating on one badguy (usually) you don't want other badguys to interrupt your fat beetz. I needed a way to stun enemies while playing the song.

Implementation 1

  • Increase damage output when a melody is completed, up to a maximum.
  • Getting hit reduces the multiplier.
  • The alternate mode brings the multiplier to maximum.

Cons

  • Rewards early play too much.
  • Rewards never getting hit too much (difficulty is skewed.)

Implementation 2

  • Damage output is increased with each melodic phrase.
  • When the enemy is beaten, or the melody is completed, or character is hit, the damage resets to normal.
  • Completing a melodic phrase stuns all enemies for a short time.
  • The alternate mode stuns all enemies for a bit, and maxes out the damage for one melody.

Pros

  • Controls the damage to a per-melody basis.
  • Emphasizes streaks, but only to one melody, and not throughout the entire song (like Implementation 1)
  • Stunning enemies gives the player time to switch targets.

Cons

  • Getting hit is a big deterrent (maybe?)
  • Emphasizes staying on one target.