<p> </p>
<p>What I'm having more difficultly with is the rest. A few of the charged up attacks can just be more powerful versions of the normal weapon, but I'd kind of like most of them to have some kind of utility or uniqueness. I also like the concept of engineering them so they are tactically good against a specific Zodiac Boss. So they don't just "do more damage hurr hurr" but give you a specific counter to the next boss. This lets me crank up the difficulty dial on the bosses.</p>
<p> </p>
<p>I'm also toying with the idea of making your charge-up require energy. That seems logical, and forces the player to make more hard choices about how much dashing they want to do.</p>
<p> </p>
<p>So here's my thoughts so far:</p>
<p> </p>
<p>Aquarius Bubble</p>
<p>---------------------</p>
<p>Charges to create a bubble around the player that absorbs the next hit you take. Also will make it so you can float in watery areas with the bubble activated. Bubble only lasts for one screen, so you cannot use it to sequence break in Pisces, but it should be a very viable option to make Capricorn less infuriating. Scorpio's boss will be redesigned so that the sting attack is a massive single blow that is almost impossible to avoid, making the bubble a very powerful counter.</p>
<p> </p>
<p> </p>
<p>Scorpio Sting</p>
<p>---------------------</p>
<p> </p>
<p>This might be a good candidate for some kind of simple, powered-up version of the regular shot. Perhaps it fires a single bullet that moves slowly away from the player in a circular pattern around a moving point, and causes persistent damage over time? There's a weapon in TGL that does this, but I forget what it's called. I can script it so that it displays as a larger bullet and has a wider area of effect. This kind of effect also makes it pretty easy to make two tiers of charging to get stronger.</p>
<p> </p>
<p>If I go that route, I think I'd code the Pisces boss to allow the charged up Sting to have the same effect as getting hit by one of the missiles from the sides.</p>
<p> </p>
<p> </p>
<p>Aries Saber</p>
<p>---------------------</p>
<div>I think I should redesign the Saber from the ground up anyway. I've never been totally happy with the purple "schwing" animation I have now. I want it to be more like Strider's attack from the arcade game. The coolest charge-up would be a rising slash of some kind, but this would have to be very, very carefully implemented or it might allow sequence breaking in areas where you otherwise need double-jump. Alternatively, I could have some kind of short range multiple slash thing, like the Crissagream attack from SOTN. </div>
<div> </div>
<div>As far as weaknesses goes, I guess it would be proper to use this weapon against Cancer. Perhaps the charged up attack, whatever it is, can catch the eyeball parts and prevent them from closing while taking damage.</div>
<p> </p>
<div> </div>
<div>Pisces Spread</div>
<div>
<p>---------------------</p>
<p>A charged up spread could be a seeker weapon of some kind, probably ones that look like robotic fish and explode on impact. This is kind of tricky to do. I guess I'd have to check which enemies are on the screen when you fire, find the closest 3, and then set up the bullet combos to seek them out. This could work well against the Gemini boss, if I redesign him to spend a lot of time hiding down on the bottom attacking your doppleganger. Perhaps they could knock him back out.</p>
<p> </p>
<div> </div>
<div>
<p>Gemini Beam</p>
<p>---------------------</p>
<p>I like the idea of using a "copy image" thing here. A duplicate player is spawned that fires Gemini Beams ahead in place. Aries can be redesigned to use a more powerful seeking attack, so that the copy image gives you a powerful counter. Making ALL of the seeker weapons in the game go after your copy would be ... time consuming... but possible, ultimately. Maybe thats the way to go?</p>
<div> </div>
<div> </div>
<div>
<p>Leo Laser</p>
<p>---------------------</p>
<p>This thing is already so powerful that it should have a utility effect, not a damage effect, when charged. And it should be one that is useful against the Capricorn Brain. Of course, the Laser is already an amazing weapon against the Brain. Maybe the charged up version can act like a bullet eraser, wiping out all enemy projectiles on the screen at the time? That would help...</p>
<p> </p>
<div> </div>
<div>
<p>Libra Crystal</p>
<p>---------------------</p>
</div>
<p>By the time you can get to Libra's boss, do you have wall-cling? I forget, but I think so. Would it be too much of a sequence break to allow Libra's charged up ability to actually spawn a little ice platform to jump on? Kind of like an Item-1 that doesn't move? I should look into that. If it works, then this would be a cool thing to do, and I could resign the Taurus boss to make this a good idea. Perhaps his totally lame current attacks are replaced with attacks that spray fire along the ground and walls, making mid-air on a platform the only safe place to be?</p>
<p> </p>
<div> </div>
<div>
<p>Taurus Flame</p>
<p>---------------------</p>
<p>I need to tweak how the flames react when firing straight up and down. Other than that, this weapon is probably okay. A charged up version could be a big, slow-moving fireball just like the fireball weapon from TGL; slow moving, large, persistent damage over time. I wonder how much work it would be for me to redesign Libra so that certain types of ice blocks could all be melted a charged up flame attack?</p>
<p> </p>
<p>Virgo could be me made vulnerable to this in kind of a dumb way; have it catch on fire if it's hit so that it continues to take damage regardless of which eyeball is open. That boss needs its sprites redrawn anyway, they're kind of ugly. Or, maybe being on fire causes all of the targets to open at the same time? That could work. </p>
<p> </p>
<div> </div>
<div>
<p>Virgo Whip</p>
<p>---------------------</p>
</div>
<p>We already have an Indiana-Jones style grapple, so that's no good for this. Assuming I do something like what I'm suggesting for the other items, we also already have lots of pure damage-enhancing effects, so I don't want that. What kind of plant-themed utility could I use? Healing? How about this: when the Whip is charged to maximum, it keeps consuming energy but assembles a leaf shield around you that causes incoming damage to also fill your energy? Or Missiles? The missile idea certainly makes the Whip unique and useful in the end game. I kind of like that. Making it reliant on continuing to charge rather than just setting it like the Bubble would prevent abuse.</p>
<p> </p>
<p>Could Leo be vulnerable to this? Maybe not the shield, exactly, but maybe the whip knocks the Leo Mutant back and spins him around so he's unable to attack quickly,</p>
<p> </p>
<div> </div>
<div>
<p>Capricorn Wave</p>
<p>---------------------</p>
</div>
<p>So, here's where we would wrap around and have something that is powerful against Aquarius. Maybe this one is just a screen-wide damage effect that will nail lower-tier enemies and do lots of damage to the Aquarius boss? Seems lazy, but Im not sure what else to do with this one...</p>
</div>
<p> </p>
</div>
<p> </p>
</div>
</div>
<p>Cancer.... Splatter?</p>
<p>---------------------</p>
<p>If all the other weapons charge up, then Cancer has to have a new gimmick. Maybe it can be a splitter? That makes sense. It fires a single bolt that goes out, maybe in a downward arc, and then splits into multiple shots when it hits a solid combo or an enemy? Can look like a big ol' chunk of flesh that splatters when it hits. Charging it up would then let you fire larger shots that split into more mini shots on impact.</p>
<p> </p>
<p>Could make the Libra boss weak against this kind of attack by tweaking how he gets damaged. He's too easy right now anyway. In keeping with the Golbez theme I was using, perhaps each time he spawns he has 4 crystals around him that each have to be destroyed quickly in order to damage him before he disappears again? That way, the spread would let you quickly nail his defenses. They'd have to be resistant to the Super Bombs, though, or else that would be easier.</p>
<p> </p>
<p>EDIT - Okay, I implemented the Scorpio sting charge attack and made it cost energy. I think this works pretty well. A charged shot deals large amounts of damage, but it also consumes 40 energy to charge. This seems like a fair trade-off to me, and puts more tension on the energy meter. Do you want to tangle with a boss using maximum mobility and missiles? Or do you want to hit them with charged shots?</p>
<p> </p>
<p>I think these changes make the Zodiac weapons WAY more interesting.</p>
<p> </p>
<p>EDIT - Aries Saber charged shot implemented.</p>
<p> </p>
<p>EDIT - Pisces is proving... a little more challenging. The seeker missiles are basically working correctly, but they won't lock on to boss target points for some reason. Hrm. Ghost-type enemies treated differently somehow...?</p>
Edited by C-Dawg, 21 February 2015 - 02:23 AM.



