Post by Dettadeus on Aug 31, 2011 21:44:42 GMT -5
As we all know, Olimar is currently going to be the most difficult character to code. His spot on the roster has been questioned a number of times because of this, and I want to make sure that he stays on. To this end, I'd like to open up suggestions as to how Olimar could be coded to keep him the same or ways that he could be changed so he's easier to make.
This is my idea:
Each Pikmin could be a separate entity with a pathfinding system to lead them back to Olimar and follow him. Each has its own hitboxes and hurtboxes, and have a set amount of stamina. When Olimar tries to do an attack that requires a Pikmin, it checks which Pikmin is next in "line"; [line explanation] to make things simple, the Pikmin should organize themselves into groups, also included in their "pathfinding" code - each Pikmin first checks which Pikmin is in front of them, and if the Pikmin in front of them isn't the Pikmin specified to be in front of them (should go Red, Blue, Yellow, Purple, White, IIRC) then they move ahead of it. If it IS the right Pikmin or a Pikmin of the same color it'll stay a certain distance behind it and will react slightly more slowly. The Pikmin should also check the Pikmin behind them to see if they need to move back, as well as how many are currently actively following Olimar. This will be used to see how much delay there is in a Pikmin's movement compared to Olimar's (if there isn't a Pikmin behind a currently pathfinding Pikmin, then it calculates its delay based on how many are following Olimar at the time; each Pikmin should do this regardless, by checking how many other Pikmin are in front of it). [back to attack explanation] after checking which Pikmin is next in line, Olimar will perform his attack with an animation and hitbox/damage/knockback properties based on which Pikmin he grabs (so there have to be five animations and hitboxes for each attack involving Pikmin). When the attack is executed, the Pikmin in the front of the line (its pathfinding should tell it that there are no Pikmin in front of it and should be in a special "Ready" state) disappears and Olimar's "Pikmin Checking" system will figure out which animation and move properties to give the attack. While a Pikmin is in its attack animation, it still counts as one of the Pikmin on the field, but not one that's currently following Olimar (so the next Pikmin in line will move up and be in the "Ready" state), and its pathfinding should be turned off for the duration of the attack. Once the attack is finished and the Pikmin is active again, its pathfinding turns on and it works its way back into line. When Olimar uses his D-Special, all Pikmin go into an "organization" state: The first Pikmin in line and all of its color move to the back, and the entire line advances. During this time, the Pikmin are invincible.
Olimar himself should have a sort of invisible radius in which any of his Pikmin will automatically organize themselves when able, as well as another radius in which Pikmin are in the "Ready" state.
His N-Special, Pluck, would first perform a check to see how many Pikmin are on the field; the maximum, of course, is 6. If there are 6 Pikmin out, the move will do nothing (the same will happen if he's in the air). If there are less, it will pluck a random Pikmin from the ground, which will then automatically organize itself into line. If the attack is input again within the last few frames, a second animation will play that has much fewer start up frames, then the attack will once again check how many Pikmin are out and will act accordingly.
As for his U-Special, each Pikmin should have its own "chain" sprite, and they'd be linked one after the other on a certain part of each sprite according to the order the Pikmin are in line. The move first checks how many Pikmin are in line, then places the first Pikmin in line at Olimar's hand, and then places each subsequent Pikmin in its place until the last Pikmin, which gives the attack its properties. It'd work like a normal tether besides that.
This way, Olimar SHOULD be able to stay the same. The only difference is that the Pikmin would automatically organize themselves so they're in order, even though you can still pluck random Pikmin.
Hopefully that's all the important stuff.
Spriting-wise, Olimar would have to have 5 animations for each Pikmin-related attack, as well as partial spritesheets for each individual Pikmin (including walk, run, jump, aerial, landing, hurt, killed, thrown w/s-special, etc). Since the status of the flower on their head didn't do anything in Brawl, they can all just have leaves or flowers on their heads to keep spriting simple.
So what kind of things can you guys come up with? Or do you think this would work?
This is my idea:
Each Pikmin could be a separate entity with a pathfinding system to lead them back to Olimar and follow him. Each has its own hitboxes and hurtboxes, and have a set amount of stamina. When Olimar tries to do an attack that requires a Pikmin, it checks which Pikmin is next in "line"; [line explanation] to make things simple, the Pikmin should organize themselves into groups, also included in their "pathfinding" code - each Pikmin first checks which Pikmin is in front of them, and if the Pikmin in front of them isn't the Pikmin specified to be in front of them (should go Red, Blue, Yellow, Purple, White, IIRC) then they move ahead of it. If it IS the right Pikmin or a Pikmin of the same color it'll stay a certain distance behind it and will react slightly more slowly. The Pikmin should also check the Pikmin behind them to see if they need to move back, as well as how many are currently actively following Olimar. This will be used to see how much delay there is in a Pikmin's movement compared to Olimar's (if there isn't a Pikmin behind a currently pathfinding Pikmin, then it calculates its delay based on how many are following Olimar at the time; each Pikmin should do this regardless, by checking how many other Pikmin are in front of it). [back to attack explanation] after checking which Pikmin is next in line, Olimar will perform his attack with an animation and hitbox/damage/knockback properties based on which Pikmin he grabs (so there have to be five animations and hitboxes for each attack involving Pikmin). When the attack is executed, the Pikmin in the front of the line (its pathfinding should tell it that there are no Pikmin in front of it and should be in a special "Ready" state) disappears and Olimar's "Pikmin Checking" system will figure out which animation and move properties to give the attack. While a Pikmin is in its attack animation, it still counts as one of the Pikmin on the field, but not one that's currently following Olimar (so the next Pikmin in line will move up and be in the "Ready" state), and its pathfinding should be turned off for the duration of the attack. Once the attack is finished and the Pikmin is active again, its pathfinding turns on and it works its way back into line. When Olimar uses his D-Special, all Pikmin go into an "organization" state: The first Pikmin in line and all of its color move to the back, and the entire line advances. During this time, the Pikmin are invincible.
Olimar himself should have a sort of invisible radius in which any of his Pikmin will automatically organize themselves when able, as well as another radius in which Pikmin are in the "Ready" state.
His N-Special, Pluck, would first perform a check to see how many Pikmin are on the field; the maximum, of course, is 6. If there are 6 Pikmin out, the move will do nothing (the same will happen if he's in the air). If there are less, it will pluck a random Pikmin from the ground, which will then automatically organize itself into line. If the attack is input again within the last few frames, a second animation will play that has much fewer start up frames, then the attack will once again check how many Pikmin are out and will act accordingly.
As for his U-Special, each Pikmin should have its own "chain" sprite, and they'd be linked one after the other on a certain part of each sprite according to the order the Pikmin are in line. The move first checks how many Pikmin are in line, then places the first Pikmin in line at Olimar's hand, and then places each subsequent Pikmin in its place until the last Pikmin, which gives the attack its properties. It'd work like a normal tether besides that.
This way, Olimar SHOULD be able to stay the same. The only difference is that the Pikmin would automatically organize themselves so they're in order, even though you can still pluck random Pikmin.
Hopefully that's all the important stuff.
Spriting-wise, Olimar would have to have 5 animations for each Pikmin-related attack, as well as partial spritesheets for each individual Pikmin (including walk, run, jump, aerial, landing, hurt, killed, thrown w/s-special, etc). Since the status of the flower on their head didn't do anything in Brawl, they can all just have leaves or flowers on their heads to keep spriting simple.
So what kind of things can you guys come up with? Or do you think this would work?