




Current W.I.P.: TV TOME Knights: (working sub name)
The system and mechanics are based on TV TOME Knights, but not 100% since those mechanics aren't made for fighting of this style.
Player Base: General
- The "A" button will always be jump/fly. Tap the directional button to move 1 panel, hold to move 2.
- The "start" button will turn on/off the "Hotkey Function". You can turn on/off Hotkey while in MP Charge state by pressing up/down. The Hotkey Function swaps attack slots. Attack Slots are attacks triggered by specific button press, listed in character attacks file. Partners are also affected by Hotkey settings.
- The "C" and "Z" button pressed together triggers Super moves.
- Double Tapping the "start" button triggers MP Charge, hold "start to keep charging".
- Characters that can fly gradually become heavier and are forced to land. They can fly up, or down by holding "A" and pressing the corresponding directional button.
Player Base: Teams
- You start a match with 5 Partner Counters. Using a partner attack takes 1 counter, using a Partner Super takes all. You use Parter Regular attacks by MP Charging and pressing an attack button. Your Partner will go to the Grid panel they need to be at to hit the opponent.
- Partners are invincible.
- Your partner is not visible, but will charge your MP as long as you have at least 1 Partner Counter. Partner Counters affect the rate they charge your MP.
- The "B" and "Y" button pressed together triggers Partner Super at no MP cost.
- If you have Partner Counters left and you lose all of your HP they will hop into the Grid to restore your HP. Partners are deleted after restoring your HP.
- Partner Base Elemental Type determines the boost you get.
-None gives a 20 point damage boost to regular attacks.
-Fire gives the Burned and Flammable abilites.
-Electric gives the Jolting Stun and Conductive abilities.
-Ice gives the ability to slow opponent movement and fall damage from jumps.
-Wind gives attacks a chance to hit twice.
-Crystal and Liquid gives reduced damage from regular attacks.
-Shadow gives the Toxic Chill ability.
-Earth reduces MP cost of regular attacks by 20 points.
-Energy increases the MP Charge rate and adds Chrono Charge ability.
-Magic gives 10 point damage boost to all attacks, a random elemental boost listed above, but a 25% MP cost increase to all regular attacks.
Game Base: All
- There are 2 grids on top of one another. Each with 3 rows and 3 columns.
- 1 grid is "on the ground", and the other is "in the air". You can not get hit by "ground attacks" "in the air", and vice versa. There are attacks that affect both.
Just to Note.
Just to note I am a character developer, this is my first attempt into coming up with aspects that go beyond just character mechanics. I also don't have much of an artistic eye/mind when it comes to visuals and tend to not even think of them when making attacks. You can ask BC, Ryon, and/or Staubhold about this.
One of the reasons for this Full Game is to give me motivation to learn/gain such a thing. That being said I didn't do jack shit to the screenpack at the moment due to not having many design ideas. I will make an effort to come up with designs and such, that is when I'm not doing character development. Which is what I'm doing most of the time though.
So yea Screenpack stuff is last unless I find somebody to do it for me, I haven't been looking so theres that too.
Copyright (c) 2009-2010 Mugen Evolution & JustHost.com