#Gestures for Spidi powers.

1 messages · Page 1 of 1 (latest)

flint pendant
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I really appreciate the game that exsists, and this would probably change it so drastically that it may not be a good idea, but 1 month in you have me thinking of a SpiderHeck2, more spider, more heck! The pitch goes.... So you think you are a Spidi! (Spider+Jedi) You think you all have it figured out, the mechanics, mastering things! You know your angles, swings, mechanics, you have gotten the double and triple kills, but are you REALLLY mastering it? INTRODUCING! Gestures, what if... you couldn't be all whilly-nilly button mashing/making random circles with your mouse.... hear me out, when you spin the particle blade around 3 times, it does a energy-build/release in an arc. What if... when you wiggle your particle blade back and forth like a hockey stick, it creates a temporary particle shield? What if... when you use a shotgun, if you 360 it like you are a friggin action star reloading it.. Maybe the kickback is not so strong like a spidi-power planting your ground after the 1 handed reload.. It could be included in throwing techniques, so if you go 180 degrees and backwards 360, and then another 180 in first direction, it acts like a physical gesture for an exploding particle blade when you throw it. ( for all of this, for the mouse gesture position, you would want it within the range of the length of the blade, as to not make it activate every time you do some fancy spinney superhero Olympic diver pose/dive, semi randomly across the screen) All the items in the game could have some sort of attached gesture. To balance, more useful gestures may have more steps. (If this is ever done, I would love to test it.) W S A D could totally be used in combination for some of them like the shotgun-plant idea. Or it could be something like with the particle sword gun/shield, when you spin it in one direction for 6 swings the impact of the next swing with the particle-sword gun, could have knockback.

surreal badger
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I can't read this ic so basically special combos but different

flint pendant
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Kindof like Force powers, but obviously that wouldn't be what you would call it.

surreal badger
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kinda makes sense but also false positives feel like they might be too big of a problem

flint pendant
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And over doing the combo's as to make them too difficult to remember would be a problem. To fix it, you just need to make it more specific, a way to do that is by combining the hold-back thrust button on a particle blade, along side the manuver, it is a give and take on what you spend your energy and mind on, giving more possibilities.

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The thing is also getting players into doing it too, it would be preferable for a player to know, and efficiently use it, so there being some sort of tutorial or means of training using it would be useful for people to understand the concept. Also things like UI prompts may be useful for the scenario, like a symbol that shows you have charged up your spider, or even the spider glowing in specifically colored energy flames.

gleaming edge
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Seems very complicated and wouldn't fit into this game imo

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This game has a kinda simple vibe to it

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You can't even change the controls

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(at least on console)

surreal badger
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Control customization is coming in the next update

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DogeGun weekend is ending soon NJ

gleaming edge
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Thank gosh

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Why they have this caps prevention thing makes no sense to me

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Doesn't rlly prevent spamming just the ppl who want to express their messages differently

flint pendant
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I don't see how this game has a simple vibe, to say that makes it feel less like a combat simulator, I have to perry, dodge, use different maneuvers in different situations, react to the Programming AI that totally has some maneuvers, seemingly attack patterns, and more. Playing SpiderHeck is more then simple! It can be kin to that of a swordsman's kata, or form, if you choose to harness it so. Though it is not necessary, there are means that... are different.

vestal monolith
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I think there's a really cool idea for a gesture-and-physics-based spell casting game in this post, but I think it's a different game.

For me, part of SpiderHeck's beauty is its relatively simple core mechanics, which combine to allow for an incredibly high skill ceiling of maneuvering and weapon use.

I'm trying to think of a game that's closer to OPs description, but it might not yet exist. The Wizard from Time has some similar vibes with their drawing based casting?

Bring this game to life OP! I want to play it!