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Distinct Hitsparks for High/Low?

Discussion in 'General Discussion' started by Petea Copine, Mar 31, 2018.

  1. Petea Copine

    Petea Copine Crowdfund Backer
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    I don't know if this would mess up clarity or not, but maybe it would be helpful if high and low attacks had their own hitsparks that are distinct visually so it may be clearer what certain attacks are doing (ex. Tina j.a isn't a high, Pap 6.CC is high).
     
  2. Svierrod

    Svierrod Backers' Beta Tester
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    I don't think that having distinct, separate hitsparks for high/low attacks is a very good idea, though it's extremely close to something that BlazBlue and Skullgirls do.

    So, for example, in Skullgirls, if you're blocking high, and you get hit by a low attack, an orange "!!" symbol appears over your character's head to show that you were blocking the wrong direction. Similarly, blocking low and being hit by a high attack shows a blue "?!" symbol over your character's head.

    This presents a couple of advantages over having entirely different hitsparks for high and low attacks. In short, it's expected that you'll experiment with moves to see which ones hit high and which ones hit low. We assume that you already have this information. What the block symbols do is reinforce that information whenever you make a mistake, but only when you make a mistake, and make it clear that a mistake was made. It's not important for me to be reminded that Oleander's 6C is an overhead every single time I get hit by it. She might use that for a combo at some point, where the fact that it's an overhead is completely irrelevant. It's more important that the game tell me that I was hit by her 6C because I was blocking the wrong direction, only when I'm blocking the wrong direction.

    Having this can help reduce the number of "What the hell? I totally blocked that!" moments. I think it's worth implementing.
     
    Pom d'or, Leoloom and Petea Copine like this.
  3. Petea Copine

    Petea Copine Crowdfund Backer
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    That's a better idea
     
  4. Jennatsuné

    Jennatsuné Member

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    Speaking for newcomers, I played at least 20 matches against Pap before realizing her forward heavy chains into an overhead. We need some indication.
     
  5. tortoiseandcrow

    tortoiseandcrow Crowdfund Backer
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    Ideally, the final hit of Pap's free t-shirt would have a new animation or at least some kind of arcing movement line effect to visually indicate an overhead.

    I think that having a !!/!? mix-up indicator is a good idea, but in Pap's specific case the animation is working against any intuitive read of the move.
     
  6. Kastor

    Kastor Active Member

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    I think the lack of overheard movement is part of that moves core design. It's not a overhead attack because of a high swing, it's overhead because all tshirts are.
     
  7. tortoiseandcrow

    tortoiseandcrow Crowdfund Backer
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    I don't think that it's reasonable to have an attack, which is fundamentally a movement, to be a "conceptual" overhead, rather than an action that is visually identifiable as such.
     
  8. Kastor

    Kastor Active Member

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    Paprika is inherently unreasonable.

    The character is designed to be meta and unpredictable. It's predictable that all overhead attacks have a high arc, so she had one that doesn't. It's overhead for a meta reason instead. This one attack embodies paprika perfectly.
     
  9. Jennatsuné

    Jennatsuné Member

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    Fixed :aricool:
     
  10. Kastor

    Kastor Active Member

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    Pffft hahaha.

    Not to mention colourful equine culture. Regardless of the move I do think they need to add that exclamation mark. That way people can figure it out.