Basic Controls: E - Will be your "Action" button, it'll allow you to interact with NPC's (talk/turn in mission), environments, pick-up objects A - Will be your "Throw" button, which will allow you to throw any throwable weapons you have equipped (i.e: kunai, shuriken, senbon, smoke bomb, gas bomb, etc.) D - Will be your "Defend/Deflect/Break" button, which will allow you to defend from oncoming attacks, if tapped when being grabbed it will break the hold (if you are strong enough (have enough stamina and strength). If tapped when you're being barraged by a throwable weapon, it will allow you to deflect (if you have enough stamina) F - Will be your "Attack" button, which allows you to unleash melee combinations upon your enemy. Tab - This allows you to switch your throwable weapons Spacebar - This will allow you to cycle through your enemies (targeting) starting with the closest (nearest) enemy. ↑/↓/←/→ (Arrow Keys) - Will be your "movement" buttons, pressing them in a direction will allow you to walk in that direction, if you double tap (press twice, hold) you will run in that direction (until you release the key or your stamina runs out) 1-0 (Number Keys) - These are your special attack/skill macros, which allow you to perform the unique moves you've acquired and unleash devastating damage upon your enemies. Advanced Controls: A + F - Will be your "Charged" attack button, it can only be held for a maximum of five (5) seconds before it is automatically released for heavy damage. D + F - Will be your "Grab" button, which if successful, will throw your opponent 3 spaces away. ↑ + F - Will allow you to perform the "Uppercut" attack ↑ + ↓F - Will allow you to perform the "Slam" attack Combat Aspects (in-depth): Fighting will be based skill (the damage you inflict will be stat/skill/proficiency based, read next section), seen in every fighting game since the dawn of time. You can stand there and try and whail on your enemy (which is what most games do) or you can use your skills to outsmart enemies. I believe this will bring in a much bigger play of "skill" rather than "stat grinding", which will be next to non-existant in this game. This is an RPG so there will be character development, but it won't be the highlight of the game. Your strengths and weaknesses come from how you fight, and you'll gain proficiences as you fight, learn new abilities, acquire new allies, etc. Melee-attack Combinations: F + F + F + F = Quick Jab This is a pretty simple, and basic combination, but will unleash a melee skill that has your character punch in a quick rapid succession of 4 strikes. This is just one of the many combinations, but should give you an understanding of how it works. Knock-backs: When charge punched, or rammed into (run + punch) if defending (knock back 1 space) if not (knock back three spaces). When hit with a devastating attack, you will be thrown back, simple enough. Running: When running, and you suddenly stop, you will slide slightly. Throwing Weapons: I want projectiles to utilize pixel movement, might help with "deflection detecting" so people can see the projectile. Speed of the projectile will be factored in by the proficiency, and strength (?). Rush, Burst! & Combat Ticker: I will split this into three sections, the first two will explain "Bursts" and the third explaining the Combat Ticker. To activate burst, you both must use a charge attack at the same time (or relatively close). You then will button mash your attack keys until the Rush is over, the person with the most "hits" will have one the Burst and be thrown into Burst! and continue from there. Offensive: You're the person that set off the burst, in which you press one of the attack macros, and hope the opponent doesn't hit the same one, which will deactivate the burst. Burst moments will allow you to open your opponents defense up for a critical strike (they will be stunned for 8 seconds (?) after they lose the burst) Defensive: Your goal is to press the same button as the opponent, to prevent yourself from being opened up to a devastating attack. If you can manage to deactivate it on the first try, your opponent will be stunned for a few moments, allowing you to "Counter Burst!" or use a powerful attack (i.e: charge punch) to knock them back to give you some breathing space. Critical Ticker: This will show the critical attacks you do, mostly after burst. If you get a good knock-back critical on your opponent it'll show up. This will show up when you do devastating critical attacks, about it. Fancy. Stamina/Fatigue: Everything should fatigue you, unless you're on a drug of sorts. Buffs are retarded if "spell casted". Gonna make it "like Dead Island", but when you gain a better proficiency in a weapon, you will drain stamina less in that class of weaponry/fighting. Proficiency and Training! Fighting will all be about the experience in the style of fighting you choose, as well as your skill: weaponry skill, unarmed, "magic", etc. The better you are in that area, the better bonuses you get, and less draw backs. **Weaponry: Unless trained by a teacher or someone beforehand, you'll have a chance to hurt yourself with said weapon. Proficiency will all be percentage based, to contribute to stats better. Training curve will be different from those who train with masters (*some masters won't train you what others will, nor will they teach you moves you can learn on your own) or learn on their own. *Masters will only be able to teach up to a certain percentage, the rest is up to you. Stats and Gaining Them! When players are AFK or logged off for a while, have the game record their inactivity, and reduce their stats gradually. Unless the server is down for updating, have it record player's stats and save them until the server is put back up. When the server is reset/forcibly shut down/updating if players don't log on in 5 minutes or so after the server is back online, have their names and stats put onto whatever list so the proc that deals with reducing stats can be put into effect. This seems more realistic, considering if you "sit on your butt and don't train" you'll become weaker/less experienced in it. It'll also prevent people on top from staying on top, and give you a bigger sense of achievement. Of course there will be a grace period, but I also believe after working out/training too long, your "whatever you're working on" should be weakened until you rest for a considerable amount of time, as well as you being fatigued. Again, I believe this is a ton more realistic. I don't know what else to write. Just make the animations on-que with the attacks. I'll make animations as I see the progress. I can't do much without a good visual, then I can tell you what should and shouldn't be there, faggot.