Openbor Raging Demon Ideas

Is this game 1 player only? The other player/s will have to chill for a while during this attack time lapse, it kinda takes too long. IMO, raging demon moves are about the mystery of what's going on during all those hits...Here, although you can see some stuff going on, it looks more like a mess more than a cool effect. Ambiguous transparency effects, mismatching grapchis between characters and sound effects, sfx going on more than once, among other things, etc.
There is too much going on for a move that actually hides what's going on.
Just my 2 cents.

PS: Using FFight LNS as a base for a new potential mod is a bad idea btw.
 
Is this game 1 player only? The other player/s will have to chill for a while during this attack time lapse, it kinda takes too long. IMO, raging demon moves are about the mystery of what's going on during all those hits...Here, although you can see some stuff going on, it looks more like a mess more than a cool effect. Ambiguous transparency effects, mismatching grapchis between characters and sound effects, sfx going on more than once, among other things, etc.
There is too much going on for a move that actually hides what's going on.
Just my 2 cents.

PS: Using FFight LNS as a base for a new potential mod is a bad idea btw.
Really appreciated for your advices. I started realizing Final Fight LNS is not a good go_bys to learn from.
As far as Raging Demon, I can see alot better in the game, but somehow the video looks so crappy although I captured it in 1080p... so strange.
The 2nd player can still go attacking the enemies during the raging demon. I know it is a long raging demon lol. I will try to cut it shorter in my new own game which means I will need your guys' help :-)
The attacks during the raging demon are randomly on the closeby enemies with speedy loop with 4 random attacks... I can make the loop go faster if I want :-)
Maybe I will just remove the teleport smoke effects to clean the mess.
I am not sure what you meant by
"mismatching sound effects"
I can hear the sound effects well for the attacks in the game.
 
+1 To what @Mr.Q! said, mainly about the raging demon concept and the LNS as a base for a new game.
I second (third?) that. Everything he said, btw.

@Bruce About the Raging Demon, you can have those full screen moves, but they have to be fast and pause the action.
Because if you cover the whole screen with effects and the action is still happening, the enemies will continue attacking the other players, while they hardly can see what is going on.

Remember the AI doesn't need to actually "see" what is going on - you can cover the screen and it won't care about it. It's all about range, hostile and stealth.
(I dunno which one happens first, but the 3 need to be true for the AI to trigger)
 
I second (third?) that. Everything he said, btw.

@Bruce About the Raging Demon, you can have those full screen moves, but they have to be fast and pause the action.
Because if you cover the whole screen with effects and the action is still happening, the enemies will continue attacking the other players, while they hardly can see what is going on.

Remember the AI doesn't need to actually "see" what is going on - you can cover the screen and it won't care about it. It's all about range, hostile and stealth.
(I dunno which one happens first, but the 3 need to be true for the AI to trigger)
Ahh this makes a lot of sense, thank you
 
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