noodle'ssoup
Catchable Floaty Thing
Hi!
Title explains pretty well what I'm looking for - I have a minigame I've been working on since the game's release, all based on the idea of implementing some sort of combat system into AC.
I know that's not everybody's cup of tea, but for those of you who ARE interested, I'd love to get your opinion of the ideas I have so far, and help to change/flesh out anything that needs changing - and maybe most importantly, help test it out!
The basic premise is this: the fruit-strength-fullness meter is your health, but in reverse - each time you take damage, you eat fruit. When you can no longer eat fruit, you're dead. You deal damage with various tools, and every tool has its own special quirks, as well as items that actually function in multiplayer. Maybe even some interactive furniture, who knows!
So far I've got:
The Axe
Your basic melee weapon, deals one point of damage, or one fruit, per connected swing. Can also, of course, chop down trees - assuming you've got the sharp kind.
This one has the benefit of a clear hit connect with a sound effect and visual graphic.
The Shovel
Much the same as the axe, a melee weapon that deals one fruit of damage. But the shovel also has the benefit of being able to dig (who knew?) which can lead to Pitfall Traps (something that maybe also ought to deal damage), allows the user to heal by digging up (and hopefully promptly replacing) trees, can be useful for placing simple dirt hole obstacles and also removing flowers.
Likewise, the shovel has a clear graphic and sound effect for a confirmed hit.
The Net
In my mind, the net is best served not for dealing damage but for trapping a player in place, thus introducing the first "status effect" of sorts - Trapping or Freezing, the idea being that, once hit with the net, the player has to use a certain number of reactions before they can move again. Five sounds plausible to me, but maybe more would be good to make the effect of Freeing more meaningful. The best reaction to use, I reckon, would the Surprise reaction, since it has a quick, clear animation and it's one of the first everyone learns.
The main problem with the Net, as far as implementation, is that it's not as clear when it connects - though the net stops midswing when it does connect, so hopefully that'll be clear enough.
The Rod
The fishing rod is tricky for me - ultimately, I've concluded the most unique option that I think fits with the animation for when you use it when not facing a body of water would be a quick dodge. This seems like a particularly difficult function to monitor, with the slightly desynced display between games. Testing and brainstorming is especially necessary for this one.
The Slingshot
The slingshot is also tricky, because it seems like a clear enough candidate for a damage dealing tool, but with a tool that shoots straight up in the sky, the only way I can think to make it deal damage is if it only hits someone standing north of the user, and even then it's hard to validate the hit.
The Umbrella
The umbrella is an interesting case; I see it as a shield of sorts, but only for hits from behind, with the added feature of being able to counter a blow and deal the intended damage back at the assailant by twirling the umbrella at the moment the attack lands. Will need to be tested.
The Ladder
I see the ladder as another shield, but one that defends only against attacks that hit the character's right side.
The Watering Can
The watering can seems like a good way to introduce another status effect of sorts, but this time one pertaining to flowers: Thorns. If you water a patch of flowers, all flowers become thorns, which means that a player takes damage any time they run through a flower and the bloom is destroyed. The cans can also change thorns back to flowers.
The Wand
Wands are particularly powerful in the game as it stands, which is why I feel each spell ought to be limited to one use per match. But the basic concept of the wand involves changing the 8 outfit names to match the spells it can cast, those being:
Freeze!: Stop all enemy players from moving for five reactions
Damage!: All enemies eat a fruit
Slow!: All enemies are forced to walk instead of run
Free!: All frozen allies are able to move again
Hasten!: All slowed allies can run again
Thorns!: Turn all flowers to thorns, damaging players who break them
Flowers!: Revert all thorns to flowers
Buff!: All allies do an additional point of damage for their next attack
The Ocarina
The ocarina would buff every ally for an additional point of damage dealt on their every attack as long as the instrument is played, but if the player using it is hit they take an extra point of damage
The Pan Flute
The pan flute buffs every ally for an additional point of defense on every attack they receive as long as the instrument is played, but if the player using it is hit they take an extra point of damage
The Tambourine
As long as the player beats the tambourine continuously, their allies are immune to slowing, freezing, and thorns, but if the player using it is hit they take an extra point of damage
The Maracas
The maracas disable or prevent the use of whatever weapon enemies have in their hands when the shaking begins as long as the instrument is played, but if the player using it is hit they take an extra point of damage
The Uchiwa Fan
I figure this could simply be invulnerability for as long as the fan is being waved.
The Pennant
The pennant would be an aggro of sorts - all enemy players would have to run to the wielder of the pennant whenever they shake it, but they're absolutely still vulnerable during that time.
The Party Popper
I see party poppers as the "gun" of the series (especially after Smash Bros.), and so I figure as long as you're close enough and oriented properly for the confetti to land on your enemy, that'd be two points of damage. And they can be used indoors!
The Tweeter
The tweeter would disable whatever tool the enemy you're facing is using until reversed through another item, but maybe potentially can't be used again until that particular tool is reenabled, at least on that player - otherwise you could disable their every tool.
The Sparkler
Red sparklers would boost your allies' damage output by 1 as long as they burn, while blue sparklers would boost their defense by 1.
The Balloon
Holding the balloon would make you immune to freezing and thorns, and would allow you to free any frozen allies by standing beside them and 'bobbing' the balloon.
The Bubble Blower
The bubble blower would freeze the opponent you face, but also deal damage once the reactions are up if they aren't freed by that time.
The Megaphone
The megaphone would hasten any slowed allies, and maybe free any frozen ones? I'm not certain at this point.
The Bean-Tossing Kit
Beans tossed on an enemy would freeze them, and beans tossed on flowers would change all flowers to thorns, or thorns to flowers.
The Sparkling Cider
Cider, raised high, would enable disabled weapons.
Fish
Fish, shown off, would slow your enemies. At one point I had a different effect for each individual bug and fish, but it just got to be too complicated.
Bugs
Bugs, shown off, would hasten your allies.
Snowflakes
Snowflakes, shown off, would freeze your enemies.
Maple Leaves
Maple leaves, shown off, would free your allies.
Cherry Blossom Petals
And cherry blossom petals, shown off, would swap flowers and thorns, I'd think.
These five I don't have any solid concept for.
The Pinwheel
I see this as a potential self-restore of sorts, undoing freeze, slow, and weapon disable.
The Timer
The timer could work as a time bomb of sorts - strike the user within the time limit or your entire team dies instantly.
The Light Stick
I thought the light stick might work as a status swap: slow to hasten, freeze to free, thorn to flower, enable to disable, or vice-versa.
The Shamrock Soda
This one... I have no idea. Something simple, since it's a very quick gesture, but I don't want to just copy the cider...
Fountain Fireworks
I figured this one could also be a buff of sorts, or a debuff, for the duration of the burn, but I'm not quite sure what.
In addition to all of this, some interactive furniture may play a role. The most obvious to me is, of course, the toilet - the Pokémon Center of this little minigame experience. But I'm open to any additional ideas you might have!
I also thought it could be interesting for there to be an effect based on the fruit you choose to eat when you take damage, but it's possible that's simply too complicated to manage.
At any rate, I'd love to hear from anybody who thinks this sounds fun or interesting or has feedback or wants to help me test any of this out. Thanks so much for taking the time to read my loony ideas! Ciao!
Title explains pretty well what I'm looking for - I have a minigame I've been working on since the game's release, all based on the idea of implementing some sort of combat system into AC.
I know that's not everybody's cup of tea, but for those of you who ARE interested, I'd love to get your opinion of the ideas I have so far, and help to change/flesh out anything that needs changing - and maybe most importantly, help test it out!
The basic premise is this: the fruit-strength-fullness meter is your health, but in reverse - each time you take damage, you eat fruit. When you can no longer eat fruit, you're dead. You deal damage with various tools, and every tool has its own special quirks, as well as items that actually function in multiplayer. Maybe even some interactive furniture, who knows!
So far I've got:
The Axe
Your basic melee weapon, deals one point of damage, or one fruit, per connected swing. Can also, of course, chop down trees - assuming you've got the sharp kind.
This one has the benefit of a clear hit connect with a sound effect and visual graphic.
The Shovel
Much the same as the axe, a melee weapon that deals one fruit of damage. But the shovel also has the benefit of being able to dig (who knew?) which can lead to Pitfall Traps (something that maybe also ought to deal damage), allows the user to heal by digging up (and hopefully promptly replacing) trees, can be useful for placing simple dirt hole obstacles and also removing flowers.
Likewise, the shovel has a clear graphic and sound effect for a confirmed hit.
The Net
In my mind, the net is best served not for dealing damage but for trapping a player in place, thus introducing the first "status effect" of sorts - Trapping or Freezing, the idea being that, once hit with the net, the player has to use a certain number of reactions before they can move again. Five sounds plausible to me, but maybe more would be good to make the effect of Freeing more meaningful. The best reaction to use, I reckon, would the Surprise reaction, since it has a quick, clear animation and it's one of the first everyone learns.
The main problem with the Net, as far as implementation, is that it's not as clear when it connects - though the net stops midswing when it does connect, so hopefully that'll be clear enough.
The Rod
The fishing rod is tricky for me - ultimately, I've concluded the most unique option that I think fits with the animation for when you use it when not facing a body of water would be a quick dodge. This seems like a particularly difficult function to monitor, with the slightly desynced display between games. Testing and brainstorming is especially necessary for this one.
The Slingshot
The slingshot is also tricky, because it seems like a clear enough candidate for a damage dealing tool, but with a tool that shoots straight up in the sky, the only way I can think to make it deal damage is if it only hits someone standing north of the user, and even then it's hard to validate the hit.
The Umbrella
The umbrella is an interesting case; I see it as a shield of sorts, but only for hits from behind, with the added feature of being able to counter a blow and deal the intended damage back at the assailant by twirling the umbrella at the moment the attack lands. Will need to be tested.
The Ladder
I see the ladder as another shield, but one that defends only against attacks that hit the character's right side.
The Watering Can
The watering can seems like a good way to introduce another status effect of sorts, but this time one pertaining to flowers: Thorns. If you water a patch of flowers, all flowers become thorns, which means that a player takes damage any time they run through a flower and the bloom is destroyed. The cans can also change thorns back to flowers.
The Wand
Wands are particularly powerful in the game as it stands, which is why I feel each spell ought to be limited to one use per match. But the basic concept of the wand involves changing the 8 outfit names to match the spells it can cast, those being:
Freeze!: Stop all enemy players from moving for five reactions
Damage!: All enemies eat a fruit
Slow!: All enemies are forced to walk instead of run
Free!: All frozen allies are able to move again
Hasten!: All slowed allies can run again
Thorns!: Turn all flowers to thorns, damaging players who break them
Flowers!: Revert all thorns to flowers
Buff!: All allies do an additional point of damage for their next attack
The Ocarina
The ocarina would buff every ally for an additional point of damage dealt on their every attack as long as the instrument is played, but if the player using it is hit they take an extra point of damage
The Pan Flute
The pan flute buffs every ally for an additional point of defense on every attack they receive as long as the instrument is played, but if the player using it is hit they take an extra point of damage
The Tambourine
As long as the player beats the tambourine continuously, their allies are immune to slowing, freezing, and thorns, but if the player using it is hit they take an extra point of damage
The Maracas
The maracas disable or prevent the use of whatever weapon enemies have in their hands when the shaking begins as long as the instrument is played, but if the player using it is hit they take an extra point of damage
The Uchiwa Fan
I figure this could simply be invulnerability for as long as the fan is being waved.
The Pennant
The pennant would be an aggro of sorts - all enemy players would have to run to the wielder of the pennant whenever they shake it, but they're absolutely still vulnerable during that time.
The Party Popper
I see party poppers as the "gun" of the series (especially after Smash Bros.), and so I figure as long as you're close enough and oriented properly for the confetti to land on your enemy, that'd be two points of damage. And they can be used indoors!
The Tweeter
The tweeter would disable whatever tool the enemy you're facing is using until reversed through another item, but maybe potentially can't be used again until that particular tool is reenabled, at least on that player - otherwise you could disable their every tool.
The Sparkler
Red sparklers would boost your allies' damage output by 1 as long as they burn, while blue sparklers would boost their defense by 1.
The Balloon
Holding the balloon would make you immune to freezing and thorns, and would allow you to free any frozen allies by standing beside them and 'bobbing' the balloon.
The Bubble Blower
The bubble blower would freeze the opponent you face, but also deal damage once the reactions are up if they aren't freed by that time.
The Megaphone
The megaphone would hasten any slowed allies, and maybe free any frozen ones? I'm not certain at this point.
The Bean-Tossing Kit
Beans tossed on an enemy would freeze them, and beans tossed on flowers would change all flowers to thorns, or thorns to flowers.
The Sparkling Cider
Cider, raised high, would enable disabled weapons.
Fish
Fish, shown off, would slow your enemies. At one point I had a different effect for each individual bug and fish, but it just got to be too complicated.
Bugs
Bugs, shown off, would hasten your allies.
Snowflakes
Snowflakes, shown off, would freeze your enemies.
Maple Leaves
Maple leaves, shown off, would free your allies.
Cherry Blossom Petals
And cherry blossom petals, shown off, would swap flowers and thorns, I'd think.
These five I don't have any solid concept for.
The Pinwheel
I see this as a potential self-restore of sorts, undoing freeze, slow, and weapon disable.
The Timer
The timer could work as a time bomb of sorts - strike the user within the time limit or your entire team dies instantly.
The Light Stick
I thought the light stick might work as a status swap: slow to hasten, freeze to free, thorn to flower, enable to disable, or vice-versa.
The Shamrock Soda
This one... I have no idea. Something simple, since it's a very quick gesture, but I don't want to just copy the cider...
Fountain Fireworks
I figured this one could also be a buff of sorts, or a debuff, for the duration of the burn, but I'm not quite sure what.
In addition to all of this, some interactive furniture may play a role. The most obvious to me is, of course, the toilet - the Pokémon Center of this little minigame experience. But I'm open to any additional ideas you might have!
I also thought it could be interesting for there to be an effect based on the fruit you choose to eat when you take damage, but it's possible that's simply too complicated to manage.
At any rate, I'd love to hear from anybody who thinks this sounds fun or interesting or has feedback or wants to help me test any of this out. Thanks so much for taking the time to read my loony ideas! Ciao!