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Rune Dream Controls
Tweet Topic Started: Mar 17 2013, 08:47 PM (318 Views)
HeartCard Mar 17 2013, 08:47 PM Post #1
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The God Damn HeartCard
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Thus far the controls are as follows. This topic was made in haste, so don't worry if you don't understand something. It's a direct cut&paste of my notes about controls thus far.





Here's a current preview image of what the UI currently looks like in gameplay:
http://oi49.tinypic.com/9zseg.jpg




Baring in mind that the gameplay is like a fusion of Devil May Cry&Chaos Legion, feel free to suggest some moves:




Current Controls
 
Q=Rotate to Next Summon
A=Call Summon/Disperse
Z=Rotate to Previous Summon

W=Magic
E=Enchant
R=Melee Attack
S=Dash/Dodge
D=Block
F=Jump
X=Soul Draw
C=Item Use
V=Lock On. Locks camera between Target&Kellette
F5=Taunt(Sets Aggressive flag to nearby enemies, but raises style gauge if completed)

~Summon Controls~
F1=Berserk(Attack Freely, Damage*1.5)
F2=Defensive(Stay close to me. Defense*2)
F3=Focus on my target
F4=Avoid my target

~Numpad Hotkeys~
Quick Note: Flame>Wind>Water>Flame. Your Imbue choice does not make you VULNERABLE to any elemental damage. You can activate one Elemental Imbue (741) and one Metal Imbue(852) at a time.
7=Flame Enchant(+Flame damage)
4=Wind Enchant(+Wind damage)
1=Water Enchant(+Water damage)
8=Silver Enchant(Movement Speed*2, Damage*0.2, Defense*0.2)
5=Gold Enchant(Movement Speed*0.8, Damage*1.2, Defense*0.2)
2=Bronze Enchant(Movement Speed*0.8, Damage*0.2, Defense*1.3)






Melee Arsenal:

~Ground~
R = Swing
RR = Swing
RRR = Slam+Knockback
RRpauseR = Knockdown
RRpauseRR = Multi-Dash Bash(*4)
F+Forward+R = Stinger
F+Back+R = Launch
F+Back+Forward+R = Strike Through
F+Forward+Back+R = Slash then Dash backwards.

E =
F+Back+Forward+E = Boomerang Swing




W = Orb Shot (can be used infinitely over and over. Shots a tiny orb at the foe)
W(hold) = Charged Shot




~Air~
R = Swing
RR = Swing(prevents another use of R)
Forward+R = Slam back down to the ground.
Back+R = Re-Launch
 
Zaealix Mar 17 2013, 09:24 PM Post #2
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magic is kinda the ranged option right?
Welll, the obvious thought is
WW/WWW/WWWW for some sort of 'barrage' option, when you want to use a lot of hits over one big one.
Beyond that...
Well, it depends on how magic works. Is there an element system? What exactly does enchanting DO?
For now, I'll just try and think of variations that are independent of either thing.

WWW- knockback, AOE.
WW *pause*W- DoT attack.
WW *pause* WW- barrage blasts (*4)(smaller AOE than WWW)
F+Forward+W - Pierces opponents.
F+Back+W - Juggle shot.
F+Back+Forward+W - Peirces opponents (is there a difference? I feel like there should be a difference...)
F+Forward+Back+W -casts then steps backwards.

A magic equivalent to the melee, at least on the ground.
I'll be back to edit this later.
 
HeartCard Mar 18 2013, 01:48 AM Post #3
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Before anyone asks: Most enemies will not have Magical or Physical resistance of any kind.
There will be SPECIFIC enemies(and warnings on them) that are nearly immune to a type of damage, but generally enemies just have different amounts of Health rather than ridiculous gimmicky "Weaknesses".


There may be a few enemies that are weak to specific things, but they are few and far between.

So this immediately makes all of Zaealix's suggestions for a "Melee equivalent" list of Magic attack roster...absolutely pointless.




@Zaealix: You can't have any WW, WWpauseWW, WWW, or WWpauseW variant magic moves because W is a spam move to begin with. You're meant to rapidly tap the hell out of it like Dante's handguns to go pew pew.




Enchanting is a combination of Magic+Sword. None of them are "Elemental" unless you activate that specific element(done elsewhere, possibly using the 784512 numpad keys).
It's mostly various things to change some mechanics.
IE an ability that makes your attack animations 30% faster for 3 seconds, or makes the enemy take more damage for a short time, or who knows what else.
 
Zaealix Mar 18 2013, 02:39 AM Post #4
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Right...Hrm.
F+W*spam* still seems necessary for some sort of juggle, but I'm rather stymied...
Perhaps...

F+Forward+E- Combined dash through (hits for physical&Magical. Shorter distance, so be careful about ending up right next to whatever you just hit!

F+Back+E Launcher with magic shot follow up?

E *hold*+R Combined smash, debuff of some sort applied on the melee attack, but includes a projectile ( possibly costly, and a bit risky to use fully, but sweet if you can manage it. Projectile is if you can't get close.

E *hold*+W Combined attack like above, but instead of debuff on the melee, perhaps some sort of AOE or DoT effect is applied to the shot.(This one DEFINATLY costs more than a normal shot, if there's an MP bar. If no such thing exists, then I suppose a longer 'charging' time would work.)

Would Street fighter inputs be possible or too complex/not that feasible? (I dunno how important it will be to use locking on to position properly.)

 
Inquire Mar 19 2013, 12:05 AM Post #5
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I will mostly give enchanting advice right now:

Holding E while over a corpse gives a short physical or decay (disease) buff to weapon. Could take 3 seconds of holding and gives 2-3 hits of extra damage.

Number pad 3= Lead enchantment (pure physical attack increase but slower attack speed)

Now maybe a air attack:

Holding R when within a 2-3 feet radius enables you to grab an enemy and do a seismic toss (The fighting move in pokemon is a better demostration)
Ask me any question and I'll try to answer in the best way possible... for me at least.
 
HeartCard Mar 20 2013, 02:12 AM Post #6
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Bump cuz Image added


Easter Egg Code: Added
 
Dantel Sep 5 2013, 06:30 AM Post #7
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Approved and bookmarked. Where can I donate stuff?
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"Are you there God? It's me, Dantel." - C. Medic
[IGN: Dantel]
 
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