
Not sure now because, in that case, should I do the same with all bosses? I don't know, I have doubts.Īh I can kind of see where you are going for now. I liked the proposal you did to add rookie form for Piedmon and Metalseadramon, but knowing they will be boss battles. This Digimon is not even started and we can plan the mega better in case you have a Digimon in mind that would fit. However I'm opened to suggestions, of course. And for Wormmon I like Stingmon, like in RA1. About Magnadramon, I want to use Gatomon. I would love to do it, but I need the models. Of course I will put them with the time, but I'm not able to add new things as the ones you mention. I have "remakes" done from RA1 (not done by me) and are the ones I'm using. In your last message you mention the stages, Unfortunately I'm very limited with this topic, as I'm not modeler and I cannot make my own stages. My idea with the Ultra mode is just for you to think "Ok, be careful" in case the opponent is in that state, or "Ok, let's be aggressive" in case you are the one using Ultra. In case they do I would probably make an option to choose between them, as the experience is completely different.

I'm not really sure yet if the final attacks will arrive or not. In this case the final attacks are not implemented, and to cover the void produced by this I did the Ultra mode, which is just an increment of damage you do. Related with the previous point, the Ultra mode is an addition to keep the RA1 system (rookies can digivolve to megas, and megas can do a final attack). The Digimon must be able to move around the stage faster, with some different attacks for all the situations.įor this kind of gameplay the attacks flinching the players is something to think about carefully, as this can impact the dynamism I want.

RA1 is too much static (is my personal oppinion, of course) and I wanted for something more active, more dynamic. More in detail this means: keeping the in-game evolutions and the battle system of RA1 (lifebar, energy, etc.) but with the movement and the agility of Smash Bros (the gameplay is about jumping, being active, searching for the moment to attack the opponent). The gameplay I had in mind for this game is a mix between RA1 and Smash Bros.

I won't mention all these points now because my message would be too much, but I see some topics you comment that I want to talk about: Hello! Wow, you provided a huge quantity of suggestions and reports to check, thank you so much.
