Weapons like shield reduces damage without blocking, also if everyones vision is blurred it is harder to see which gives an advantage to that player. Weather Effects are added to give a bonus to the player who picks up the 'Weather Effect', if 'Firesu' gets the effect the weather changes, which can cause blur to the weaker 'Type' also increasing damage on it's special attack. There are seven weather effects, if there is already a weather effect, and the player that had the weather effect looses that effect if another player gets the weather effect. Only one weather effect can be active at one time so 'Perfect Day' removes the effect and allows it to change next time it is picked up.
These weather effects are:
Drought - the effect for the Land Element
Blaze - the effect for the Fire Element
Whirlwinds - the effect for the Wind Element
Perfect Day - remove any weather effect from the field
Thunderstorm - the effect for the Thunder Element
Flood - the effect for the Water Element
Blizzard - the effect for the Ice Element
This is where the risk and reward system is greatly used, the weather effect will float and move around the level randomly, (this is very much like the 'Smash Bros' showdown move)
If you want the advantage you have to go after the 'Weather Effect', this would create other players to chase for it. Since playing 'Super Smash Bros Wii' i see how important it is to get the characters 'Smash Move' because it can give the advantage to the battle.
Having balanced characters are vital for the gameplay too, but since they are elements and everything caren't have the same 'Special Attack'. Otherwise if they did it would depend on the Random Weapons would be the only way to win. Since every character is different for instance, 'Pokemon', there are pokemon that are great at physical and others at special and speed. If every pokemon was the same, but different types it would depend on the type frame instead of the stats pokemon have used now a days. So i have only made a two changes and that is too there special and speed. Since each element is different I have based them on the speed factor, using this creates element to be different from each other. For example, Land would be slow because it is heavy where as Wind is very light, so speed should naturely be faster for Wind over Land.
The specials can't be used all the time, so the timer depends if a special can be used, this would glow your icon where damage is shown. There are different time for each element, but if player has the weather effect for it's type damage is doubled if used. You will never know exactly how much time is left because it is always random, which makes the game different everytime.
Speedy Shoes just increases speed of an elemental that gets them. Just like 'Super Smash Bros.' there is a time limit to every weapon except the weather effect will remain, as long as the that element is still alive or perfect day has arisen.
This ice field is the home land of the 'Ice Element' "Irisutika.
The Crystals are scatter along the level as they are apart of the snow, also there are platforms that are made of ice, with a frozen river.
Assets
High Priority
- Plaforms
- Frozen River
- Snow
- Characters
Medium Priority
- Crystal
- Ice Shards
Low Priority
- Trees
The trees weren't placed in, to keep the environment open to see your opponents easier.
Character Sounds
-Fire
-Ice
-Wind
-Land
-Thunder
-Water
-Pysical Attack hits
Others Sounds
Dialog for characters when speaking
Other then that some amibent sounds, that sound like a fued.
Textures
- Ice
- Crystal
Objective of this level is the same a mulitplayer 'Super Smash Bros.', before the time runs out get as many kills a possible to trimph.
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