User:GlikieriaTea/sandbox

This is GlikieriaTea's sandbox.

= Them's Fightin' Herds (Draft) =

Features in Version 1.0

 * Light, medium, and heavy normal attacks that have the ability to chain from weakest to strongest. Normal attacks can be done while standing, crouching, or airborne.


 * A standing block, crouching block, and airborne block.


 * A universal launcher, universal anti-air, and a universal basic combo, all of which use the same inputs regardless of character choice.


 * A unique resource for every character, contained in their respective magic systems, which can be used for character-specific techniques.


 * Unique movement options depending on character. These include shorthops (Arizona, Paprika), super jumps (Arizona, Paprika, Tianhuo), double jumps (Oleander), airdashes (Tianhuo, Pom), floats (Pom), flight (Tianhuo), and slides (Velvet).


 * An infinite prevention system designed to manage combo length without imposing hard limits called "Juggle Decay." Repeated hits fill the Juggle Decay bar, and when filled, the opponent becomes more affected by gravity and the player has more trouble keeping the opponent in a combo


 * A pushblock mechanic, which pushes the opponent away when the player presses two attack buttons at once during blocks.


 * A forward throw, a backward throw, and an air throw, which counters blocking and can be teched.


 * A guard counter mechanic that costs half a super meter bar, called Cross Canter.


 * Super attacks (Level 1 Supers), as well as enhanced versions (Level 2 Supers) than cost a second bar of super meter and can be performed during the beginning of a super attack.


 * A training mode, which includes visual overlays, frame data information, a programmable dummy, and direct control of the player's resources.


 * A tutorial mode, which teaches the player all of the concepts, basic and complex, that the player will need to know to be successful.


 * Located within training mode, a combo recording feature that allows the player to create, load, and practice with user-made combo trials. These can be imported by being added to a specific folder, and can be shared with other players. The file extension is .tfhc.


 * The first chapter of the story mode, which includes an overarching narrative, pixel graphics, platforming sections, and boss fights.


 * A target challenge mode for a player to practice dexterity with their character.


 * GGPO rollback netcode for all online fighting, creating a "near lagless experience."


 * A choice between online multiplayer via a near-isometric pixel art lobby system or online multiplayer via a private, "classic lobby."


 * A cooperative dungeon-crawl minigame, called the Salt Mines, hidden within each Pixel Lobby that yields Salt, which is used to unlock lobby cosmetics from Cap ‘n Cash’s overworld shop. As predators are defeated, the difficulty and rewards are increased, and when time runs out, the player with the most Salt will hunt down the other player as the Bear, a playable character exclusive to the Salt Mines.

Features in Version 2.0
This version of the game keep all of the features from the previous release, but adds the following:
 * (to be added)

Prose Version of Feature List
(to be added)