UBER STRIFE ORCHESTRA
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Design document |
1. IntroductionÜber Strife Orchestra is a 3D fighting game based on the webcomic Homestuck, from Andrew Hussie, The gameplay, vaguely similar in style to the game Power Stone, is designed to be The 2D in-game art depicting characters is drawn with the comic's very own "Hero Mode" style (albeit mixing in some of Hussie's traditional art style); non-character art assets should be drawn with a similar "pixelated" art style. The (cel-shaded?) models depicting the characters should be designed with a PS1/Dreamcast low-poly aesthetic in mind, containing pixelated, small, simple textures. Similarily, the terrain should be low-poly and not too detailed. A toggleable Jet Set Radio-ish outline will also be implemented. A "No Arms Mode" will be available, showing the meshes of the arms only when necessary. As for the music, either I ask to use the original compositions, or, using midis, I could make "remixes" involving soundfonts. Most text should be antialiased, Bold, 14pt Courier New (unless noted otherwise). 2 - Mechanics, Controls, and Modes of Play> Left Analog Stick: gives total analog control over the character.MOVING it slightly will result in that character walking towards the desired direction (a casual STRUT, if you will), while tilting it all the way makes the character run (a state I call the TROT). Just like a 3D platformer, controls are super duper tight, responsive and springy (like Super Mario Sunshine). DOUBLE TAPPING the stick ON THE GROUND will make the character dash at his/her highest speed (SCUTTLE) and then shift him organically in another, slightly slower, run state (SCAMPER). If the character is in the air, the control over him/her is reduced (but not outright removed), but it is possible to radically change direction with a double jump. DOUBLE TAPPING the stick IN THE AIR will make the character perform an air dash (AIR SCOOT/AIR SCUTTLE). If the character has performed an Air Saltation, it is not possible to perform an Air Scoot/Scuttle. PRESSING THE STICK makes the character taunt (ACCUSE). > Right Analog Stick: in game modes that allow it (for example, Walkaround/Uberbound Mode), and with the behind-the-camera mode option enabled, MOVING it controls the camera.PRESSING the stick resets the camera behind the character. > Cross: makes character ascend.PRESSING it on the GROUND makes the character jump. PRESSING it in the AIR makes the character double jump (AIR SALTATION). This resets the character's momentum, and allows them to move in an opposite direction. In certain game modes/if the option is enabled, HOLDING the button in the AIR after a double jump makes the character FLY (no fancy timey name for that! Gotcha!!! hehehe) (controls are like Tails' flight in Sonic Adventure). It is not possible to double jump if the character has performed an Air Scoot/Scuttle. > Square: makes the character AGGRESS.Barring some exceptions, the character can perform three-hit-combos (or two if you charge the second attack). FIRST HIT: happens when you first press the button. This hit varies depending whether you are:
In some characters, some FIRST HITS can be charged for some extra damage. SECOND IMPACT: happens when you press the button again after a First Hit.This hit varies depending on the direction you are holding the analog stick in, and can be performed both on the ground and while airborne.
Note that this hit can be charged. THIRD STRIKE: happens when you press the button again after a SECOND IMPACT.This hit varies depending on the direction you are holding the analog stick in, and can be performed both on the ground and while airborne. This hit cannot be charged.
> Triangle: perform a STRIFE TECHNIQUE.These are special techniques that change from character to character. The type of technique depends on what direction you're holding the stick in.
These attacks can be combo’d from and into normals. The “hit counter” doesn’t reset though: third attacks mean combo end for a super short while. > Triangle and Square: perform a FRAYMOTIF.A Fraymotif is the strongest (in some cases, borderline OP) attack a character has. These can only be performed when the FUSILLADE METER is full of FUSILLADE GEL, which happens when you hit the other guy, or when you get hit.
Depending on who you play as, you can have moves like a very big homing projectile, a tackle, a grab, a giant laser... still, it’s important to make them avoidable, in order to make them more like Street Fighter’s Super Combos and less like Final Smashes. > R1: perform a PARRY.Simple as that. As long as the R1 is held and the character is on the ground, they will be in a defensive state. In this state, the character is totally impervious to normal attacks, and gets chip damage from Strife Techniques and Fraymotifs. ((There is release lag)) ((There is some turn lag so if you jump over your opponent can attempt to hit them)) > Circle: HURLA super short range, low priority ground attack, that leaves you pretty vulnerable after performing it. It’s the only attack that breaks a Parry. 3 - Characters, Leitmotifs, Costumes, Stats, Moves and Fraymotifs[TEMPLATE]NAMEColor Description of character Strife Specibus/physical description. God Tier specifics. Playstyle description, advantages + disvantages. GENERAL STATS
Range. AGGRESSIONS
STRIFE TECHNIQUES
FRAYMOTIF:
COSTUMES AND COLORS:
QUOTES:
> BETA KIDSJOHN EGBERTColor: A nice, dorky kid with a penchant for crappy movies, pranks, video games and comedy. While he can be sort of a doofus, John is also an absolutely lovable guy and a great leader, and it's no secret I like him a lot! His STRIFE SPECIBUS is hammerkind, and he is very proficient at wielding heavy hammers (such as his main weapon, the Warhammer of Zillyhoo.) As the HEIR OF BREATH, he has control over wind, which he can shapeshift into quick gusts, as well as towering tornadoes. His playstyle is average: he's the "Ryu" of this game, a jack-of-all-trades character who's both decently fast and strong. His advantage is that he has at least a move for almost every situation, but his disadvantage is that it makes him predictable. GENERAL STATS
Range: middle (has two projectiles, and his Fraymotif is long-range, but every other move is short-range). AGGRESSIONS
STRIFE TECHNIQUES
FRAYMOTIF: FEATHERCADENCE
COSTUMES AND COLORS:
QUOTES:
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