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Re: Fraxy Resurrection

Posted: Mon May 21, 2012 9:50 pm
by Scionox
Added everyone ^o^!
Hyphen wrote:You could have different bosses per difficulty
That will defeat point of having stage made for boss, in my opinion ^_^; .
Scoring System Idea - Counterstop wrote:Player starts with 100 on counterstop meter.
In normal mode, each enemy worth fixed amount of points.
Killing an enemy in normal mode adds 1 to player's counterstop meter.
Killing enemies in quick succession gives more points to counterstop meter from each enemy, up to 10 from each enemy.
Counterstop meter decreases by 1 each second, unless player is hitting an enemy.
Once counterstop meter reaches at least 150, player can use extra button to go into counterstop mode instead of bomb (uses up 50 counterstop points)(going into counterstop mode clears enemy bullets same way as bomb would do).
While in counterstop mode, player's attack reaches 360 degrees spread.
In counterstop mode, enemies worth (fixed value*2)+(counterstop meter value*5) points.
In counterstop mode, when each enemy(or part of enemy) is destroyed, it additionally releases suicide bullets.
In counterstop mode, counterstop meter decreases rapidly(15/second?).
Maximum counterstop meter value is 1000.
Using a bomb decreases counterstop value by 50 or by counterstop value/4, whichever is bigger.
Also using a bomb stops counterstop mode, if player was in it at time of bombing.
Losing a live halves counterstop value.
Killing part of midboss/boss or finishing them while in counterstop mode spawns some point items from debris.
Counterstop meter decreases more rapidly in normal mode in boss fight.
Counterstop meter resets to 100 at the start of each next stage.
It most likely will need some balance if approved.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:09 pm
by dracmeister
I could work on Parts Graphics if needed.
Or maybe Elite Mooks and Red Shirt Armies that aren't necessarily Mini-bosses.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:17 pm
by Scionox
Added ^.^

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:33 pm
by Halico
also doing player weapons if possible since you know.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:37 pm
by Scionox
Edited ^_^ .
I don't think we need many player weapons though, one or two should be enough, unless we want to run into alot of trouble balancing everything ^_^; .

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:43 pm
by Halico
Dr. Roboevil wrote:Edited ^_^ .
I don't think we need many player weapons though, one or two should be enough, unless we want to run into alot of trouble balancing everything ^_^; .
I have the damage per second on each player weapon table, and every single one I made balances out with eachother if fighting same boss =V

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:46 pm
by Scionox
Damage balance is not that hard, we are talking about scoring balance there, even some of very known arcade titles have problems with player weapon balance.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:49 pm
by Halico
Scoring is dependent to player's playing style.
so Maybe add bonus for killing boss fast enough? since some player weapons tend to deal very high damage but have little coverage therefore they need to move more to kill enemies.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:55 pm
by Scionox
Having big coverage don't exactly helps scoring, especially if precision is a part of scoring system, i suppose.
About killing boss fast enough... Hmmm... Not sure if it needs to be implemented in Counterstop scoring system at the moment, there's already counterstop kill bonus, i will think about it ^o^ .

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 10:59 pm
by Halico
Having bonus for high accuracy is bad because players tend to miss their shots.