Esto de hecho creo que ya fue propuesto en el foro original.
Sin embargo, notarás que decidi tomar el concepto y pulirlo para proponerlo devuelta para el juego. smile

Esta idea, basicamente propone la insercion de una tercer barra ademas de las ya existentes de HP y KI.
Esta barra tendria el fin de mostrarle al jugador el desgaste fisico que esta resintiendo el luchador que esta utilisando al transformarlo.
El desgaste fisico es una problematica muy recurrente dentro de los combates de DBZ/S. El aguante que tiene un peleador sobre su mismo poder, y el hecho de ser capaz de resistir una habilidad o transformacion amenudo suele definir la victoria en los combates, siendo el luchador que no es capaz de seguir la pelea, el perdedor.
Este tema no se toma en cuenta en los comates de DBZD. Un jugador puede saltearse las transformaciones e ir a la mas "poderosa" y jugar durante el resto del nivel sin reparar en la cuestion de la energia requerida para esta transformacion.

El hecho de agregar una barra que dote jugador el dato del desgaste que implica cada transformacion, no solo dotaria a los combates del videojuego de fidelidad y logica con respecto a la serie. Sino que alteraria completamente la jugabilidad, obligando al jugador a ser cauteloso con sus luchadores y tomar en cuenta todo el tiempo la stamina que requiere y con la que cuenta, agregandole estrategia al gameplay.

Como mediremos la "stamina" de los luchadores?
El juego actualmente cuenta con temporisadores automaticos en los luchadores. Una vez pasado cierto tiempo de juego,  ciertos luchadores se destransforman automaticamente,volviendo a  su forma original.
Propongo utilisar estos temporisadores, añadiendolos a los datos visuales que tiene el jugador en las barras de los luchadores. Posrupuesto, agregando un par de reglas y penalisaciones para el jugador.

TIEMPOS
Para volver util el dato del tiempo restante de una transformacion, es necesario añadirles tiempos de perdida y recuperacion, los cuales variaran dependiendo de cada transformacion.
Propongo el siguiente catalogamiento de transformaciones y tiempos de duracion.

-Formas regenerantes(Forma base, mistic mode)
Estas formas generalmente suelen ser la apariencia regular del luchador, por lo que no perdera de stamina en estas formas, sino que la recuperara progresivamente, esto equilibrara el juego, evitando que llegue la situacion donde el jugador agote su stamina, y esto las volvera utiles cuando el jugador decida que es necesario ahorrar stamina.
[El tiempo que le tomara a esta transformacion para rellenar la barra de stamina, sera 1 minuto]

-Transformaciones de peso ligero(SSJ1, Kaioken x1, Rage mode)
Esta clase de transformaciones son completamente tolerables por los luchadores dentro de la serie, por lo que no habra perdida de energia. Pero a consecuencia, detendran el aumento de la stamina, impidiendo que esta siga incrementandose.

-Transformaciones de peso medio (SSJ2, SSJ Blue)
1 Minuto de duracion.
Estas transformaciones son formas que generan gasto de energia, pero son lo suficientemente tolerables como para que el luchador pueda utilisarlas durante un tiempo decente en un combate, por lo tanto, al usar estas formas el nivel de stamina empezara a decaer, pero de manera lenta, dandole al jugador tiempo para utilisarlas sin perder demasiada stamina.

Transformaciones de Peso critico(Kaioken x10, SSj3, Kaioken blue, Dan-san dan-kai)
30 Segundos de duracion.
Estas transformaciones incrementan de manera significativa el poder del usuario a costa de su aguante fisico.
Por lo que estas transformaciones , empezaran a drenar inmediatamente la barra de stamina, obligando al jugador a usarlas de manera muy limitada.

Transformaciones super-regenerantes[(SSJ God, Majin Boo)
No son realmente comunes, pero ya hemos visto transformaciones que dotan al luchador de la habilidad para recuperarse rapidamente de daño y cansancio, estas transformaciones no generaran perdida de stamina, sino que la generaran, a un ritmo superior al de la regeneracion habitual, permitiendole al jugador de gozar de una barra de stamina decente.
bdd4228a-8343-11e9-bacc-43fbe6b204ff.gif
Que sucedera si el jugador agota toda su barra de stamina?
El jugador contará en todo momento con la chance de recuperar stamina accediendo a la forma base,
pero en el  caso de que este deje que se agote la barra entera de stamina por usar demasiado tiempo una transformacion, el luchador automaticamente se transformará, y como sancion/obstaculo, el jugador debera esperar a que la barra se llene porlomenos hasta una tercera parte de su capacidad.
Durante este tiempo de espera, los movimientos del luchador se ralentisaran y el daño de sus ataques disminuira. Volviendo al luchador vulnerable ante ataques del adversario.


Esta es una primera idea de como deben funcionar las mecanicas basicas de la barra de Stamina.
Quisiera escuchar tu opinion y saber que piensas.
Crees que se podria agregar?
Hay algo que se deba añadir o eliminar?
Espero tus opiniones.  smile

The idea is nice, but you made it too complicated...

For starters, there are only two fighters that can level down with a time limit since... (let me check) exactly one month ago: https://www.txori.com/forum/viewtopic.p … 1754#p1754
Those are Akira (full) and Satan (DBS) SS. So this is not really relevant...

Then there's the time limit. One minute is VERY VERY long. For example, 10 seconds to fill the stamina bar would be better, but still long. Furthermore, you can set the duration of a match to 30 seconds so that wouldn't work.

And then you propose 5 different colors for different ways the bar is filling or emptying itself. But let's be honest, that doesn't change the gameplay at all. It only adds a timer for you to wait, and waiting is not what I would call something cool in an action game. This is not an RPG wink

So let's simplify the idea and keep only one stamina bar:

How can it fill itself?

Waiting for the bar to fill itself is not very funny. I would go for something like the Super Combo Gauge in Street fighter Alpha, that fills itself when you do something special (and therefore interesting).
Something like: taking a punch or blocking an attack...

So the more damage you take, the more powerful you can be. That's the kind of things that are interesting in order to balance the game.

What to do with a full bar?

We could use the full bar to transform (manualy), but using it for a special attack would be good too. This way, the player wouldn't spam genkidamas all around the place.
Maybe we can use only one half of a bar to transform and a full for a special attack? (genkidama, final flash...)



The discussion is open. I won't do a thing in the code until everything is good and validated wink
We have to set in stone how does it fill, and what to do with that bar.

Txori wrote:

And then you propose 5 different colors for different ways the bar is filling or emptying itself. But let's be honest, that doesn't change the gameplay at all.

Porsupuesto, añadi los colores con fines ilustrativos. meramente para que compararas y diferenciaras las barras, no estaba pensado en lo absoluto añadirlos. lol

Mmmm, Tus ideas no estan mal,
aunque deberiamos plantear un par de cambios con el concepto de la recarga de Stamina.
No estoy seguro de que sea posible mantener funcionando todo el concepto de las transformaciones y ataques definitivos, relegando la recarga de stamina solamente a recibir daño y atacar al oponente.
Me preocupa que no sea suficiente stamina la que se genere de esto en comparacion a la que se gastara.

Since transformations and special attacks like final flash ONLY cost ki, i had this idea. Its basically like the blue bar from Dragon Ball Z Budokai Tenkaichi 3. This bar charges over time and everytime the bar is filled up, it creates 1 SP (Special Point). You can use 1 SP to transform (Ascend) and if you detransform you get back a little bit of SP (Depending on the number of transformations).
   SP can also be used to use special attacks. You either use 1 SP for 1 attack or use multiple SP (like 2 SP for Goku's Spirit Bomb and 1 SP for Vegeta's Final Flash). It depends on how Txori likes it  wink
   And finally... The max amount of SP you can have is 5 (default). I also had the idea of adding stuff in the settings like: SP Charge Speed or Custom Configs like this.
   I hope you like my idea and add it into the game.  smile Have a nice day!

Interesting. I know I need to do something about the way we use specials, especially to avoid people spamming genkidama in online mode. It's written in a blog post from early summer. I already thought of that, but I'm not sure about the way SP fills. "Over time" is a bit simple. Does it fills faster if you block punches or something like that?
Also, I won't start working on a big thing like that untill I'm sure that the game will survive the demise of Flash player.

Hm... Yeah i think it would be better if youd get more SP from the performence of your fight. Just like in Dragon Ball Z, GT and all the others they dont start off with huge waves but rather they fight for a while and then they use specials.
   Im thinking about using more melee. Alot of players and bots just stand around charging and spamming waves and ki blasts or stopping time like hit and guldo. So... if the player were to use more melee it would add to the meter and make the battle a little more exciting and fun. Who would want a battle with only waves and charging? But that also means that the bots will have to be modified so that they use more melee as well. That could take a while... But if we can avoid the demise of Flash, it might be worth it.

Pffff.
I writed this a moment ago. But a kind of glitch throw me out of the page. So, i should write it again...
Oh here we go again.

This was porposed some years ago, blah blah blah. I don't know if was discarted. So, i put it back here to know your opinnion.

The stamina bar is a temporizer.shows the remaining use time of the transformations.
While more powerfull the transformation, it drains more quick the bar.

If the player empty the bar, will be penalised making temporally slow the fighter and reducing his ki charge.
(the penalisation should'nt dure more of 5-6 seconds)

The bar recovers naturally when the player stays on the base form of the fighter. He can speed up the charge if hits constantly the enemy.

The fighters with regeneration haves an special fast-charge.
(SSGod transformation, cell, picollo, majin bu, etc.)

The point of the transformation is add more strategy.
Forcing the players on don't use the more powerfull transformations on the beginning of the battle. Turning the problem of bar depletion as an extra challenge for the player.

I spent 6 months working on the online mode, then another 6 months working on making everything to work with the Ruffle emulator tongue

Stamina (or special), is the next big thing I'm working on, after the new game I'm currently setting up.
That's why I'm playing some old games with stamina bars, such as Castlevania Order of Ecclesia, and waiting for the stamina to fill is not fun to play, to say the least...

Yeah, i recently see your progress with the game.

Is fast! So fast!
When I played the Wiss's training mode. He jumped over me and defeat goku of one attack before I could think on what happened on the screen.
Serious, I don't expected that. Good work optimizing the game.

And with the stamina bar. Of course.
The idea is to make the player don't want to waste it all. Making him use smartly the transformations during the battle.

If you think the recharge time is a problem, I propose this:
The player recovers a bit of the bar when hits consecutively the enemy, independently of the transformation he's using. But the bar still draining up.
So, if the player use the most powerful forms, he must fight serious. Because the bar is emptying and the weakness penalization will leave him exposed to the enemy.

All right, so I'm in the mood to start the next big thing: the stamina (or special?) bar.
I fused the few topics that were talking about that into this one. I'm going to read everything one more time and see what I can come up with wink

Propongo que al momento de ganar un choque de ondas de energía o un choque de golpes también se recargue un poco la barra de resistencia (o especial)

Nice thought. I didn't list those in my recap doc.

So I was thinking of something different from another bar: simple icons, such as °, that would appear when you do a cool action. Much like the stars in Punch-Out.

In the other hand, a bar would permit filling when you do a cool action, or fill a little when you're getting your  kicked. There's got to be a way for the loser to gain special to rebalance the fight. Much like when Goku uses the Genkidama in the manga.

I need to play some Street Fighter Alpha 3 and other fighting games to see how the special fills during the fight. Do you guys have good examples of interesting special bars in games that fills up depending on the action, and not on a simple timer?

I remember that in the game Dan The Man if you made a great combo the special bar would reload, maybe it will work  wink

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