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 Many people have expressed interest in having something for players to do when a move is performed on their character. So instead of just deciding whether to resist or not, the player can now choose to <escape> , do a <reversal>, or <break free> by spend special meter. Of course, the player can choose to not resist as well.

changes:

during a move:

characters no longer free themselves automatically when the bar is full

there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>

the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.

the timing window for <reversal> is 70ms, or about 4 frames

should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar duration by deliberately failing, but that is already accounted for.

players can also <breakfree> of the hold anytime by spending special meter

<reversal> is bound to <attack>

<escape> is bound to <guard>

<breakfree> is bound to <special>

when grabbed: 

same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting

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Comments

GZ

This is gonna be interesting. Since I've started playing your game, I never play with the meter bars on. The main reason I don't is because I hate how the meter sits over the characters. This will definitely add to the challenge of the game.

enlit3d

UI is a good concern. Hmm... Can start by making escape bar a vertical bar and to the side?

GZ

I would say add a fourth main bar, but that might look messy. Maybe put it underneath the character heads in the corner? I look there a lot. A vertical bar could work too. If I'm 1P, it might look ok having it to the right of the 3 main meters. But having it by the character makes the most sense too, that's where all the action is. I hope I'm not over suggesting...

enlit3d

You grab the opponent. High risk high reward.

enlit3d

1) animations speed for moves is more complicated than merely adjusting the rate of animation so its non trivial to have it speed up incrementally. I noticed the sound occasionally bugs but I dont know the cause. 2) yea