ok, thanks, i'll look into that, but first i better get a good concept going.
How do you envision Cornell's basic moves? Would he use the ranged claw attack, how far would it go? There could also be more melee moves for him like in the LoD town intro. And then of course there's the claw slash and the moves he has in Judgment. Basically, which of those moves would you assign the normal "attack" button to, and how would the other ones come into play if at all?
well i'm thinking about making the fighting system more complex, so i think i'll allow for combos.
the basic fighting controls will be split into the primary and secondary attacks like in LoD, a slower, strong, ranged primary attack and a faster, weaker, short range secondary attack, and you use the two controls in a certain sequence to utilize different combos (of about 5 moves), each of which will have a different finishing move which can be drawn from the moves in judgement or whateva, how does that sound?
this way, it will also give the game a fighting system similar to that of some simple fighting games. i think thats a good thing, because there isn't really much to be built on in the ways of fighting systems in this game, since there are no spellbooks, or souls, or ds cards, etc.
the ranged claw attack will probably go as far as reinhart's whip maybe? it will be cornell's primary attack as in LoD. his secondary attack will be his claw slash (which is his 'secondary' attack in LoD), but when you press a certain sequence of these moves, he will execute different things, like kicks, punches, etc.
in addition to that, there will be the unique toggled move, (cornell's will be the beast-form), reinhart's could be maybe imbuing the whip with some element? i need some ideas here...and there will also be the subweapons.
so, all in all there are no big changes to the controls other than the move combo system. there are still only four buttons to use: primary, secondary, subweapon, special toggled move.
i'm also thinking that the 'upgradeable subweapons' system from LoD can be improved on (as in, the more subweapons you collect, the stronger they are). i find a flaw with that system, being that if you get a large number of one subweapon, then decide you want to use a different subweapon, then you have to start collecting all over again. can anyone think of a way to improve this?
i'm also thinking about retaining the LoD's 'interact' control, so when you run into items or doors or levers, they don't get picked up, or don't open automatically, or get activated.
i haven't actually played judgement yet, i might watch some vids or something of it, so i can get some combo ideas.