•Normal Strikes: Now, I don't want it to be just like normal combat where you just keep doing the same one attack. I'm thinking of going outside the "one melee button" idea, but the same concept. The different melee "Classes" would all have access to 3 different melee keys, which all consist of different attack styles. The styles would vary from being fast, have more length, making yourself less vulnerable or your opponent less vulnerable, being strong but slow, etc.
•Combos: The important part of normal strikes is that you can add them up into combos with your 3 different buttons using the direction pad + your melee buttons. So you can figure out the best combos that work against different players. Maybe slash him up fast, than expose him and throw him up in the air and finish him off with a large smash back into the ground.
•Blocking: You hold in the melee button to block, if someone hits you when you are blocking, they will recoil and be stunned for 1 second so you have your chance to attack.
•Clashes: Now, if you and another player BOTH strike within the same 0.25 seconds or so, you'll both end up in a clash. My idea for the clash is that once you are clashed, you must rapidly hit random directions which pop-up within 3 seconds. The player who hit the directions the fastest wins, if you hit the wrong direction, you lose. After the clash, the loser player recoils and is stunned for 1.5 seconds.
•Large Strikes: If you point in a direction WHILE holding down the melee key, you charge for a large strike. A half charged large strike will do more damage, and auto wins any clashes. A fully charged large strike does the same BUT can stun players for 1.5 seconds and can break a block attack. To make it more fair, a large strike would take 2 seconds to charge, and a full large strike would take 4 seconds.
•Basics: When you start off, you'll pick two(maybe three) starter characters of your choice. Now, each character would have many different ways to be played! It'd be some-what like leveling, but not exactly.
•Process of Character: You play throughout the game and depending on how you use your character is how you'll be able to progress with him. Although, you can choose not to take the opportunity to make him the way you're playing and try to make him another style. I'll make an example for it to be easier to understand. You have a fast and nimble character, you use daggers with him ALL the time, but don't use anything else. When you rank up(Like from private to corporal), it will analyze all your statistics and than you can choose what skills, equipment and weapons to purchase with your experience towards that "Rogue-Like" style.
•The Actual Level-Up: Now there would be a lot of in-game medals that add up to the "BYOND Medals", and you'd get a lot of medals each rank up mattering to how you played, these medals earn you the extra experience towards your new equipment, weapons and sometimes characters. Basically, each medal gives different levels of experience for the different styles you can rank up your character. So a head shot medal will give you extra projectile experience, maybe 100 will give you a character. Sneaking up and backstabbing players will add to your rogue experience.
•Skills: Most skills in fighters consist of dashing, invisibility, flying. Very basic, and when I enter a fighter with unbalanced character I think to myself "Ok, so everyone is just going to go invisible, spam their super quck over-powered skills". Now there will be not only none of that, but there will not be ONE genre of each character that would be the best. I would ensure you that you won't just see the same 3 characters that are the BEST". You may ask "Why?", the simple answer is that I hate unbalanced games. You'd start off with skills JUST as good as what you gain. Your starting character can do multiple things and will be very good, but than you just mold him into a better character. Skills will vary from high jump techniques, special melee attacks, burst projectiles, invisibility, speed increases, etc. I'm not certain with the numbers right now, but I'm thinking 3 use-able skills and 3 trait skills that you can equip yourself with.
Well, I rambled on A LOT. Also, I don't want to make people "think" that all I said is finished. I got some of it done, and have touched on other things, . Like all games in the making, there's a lot of pixel art to do and a good amount of programming as well! Now there may be more information on the game, but that's the basics that I'd like the community to be informed on and critique. I am working on this project as much as I can with my busy schedule and I hope you guys liked the basic idea. Next post you'll be able to see of the screen-shots from my test version of the game, thanks for reading!
Second off:
"Although, I think pixel movement with 6-8~ players, would hopefully work smoothly."
How about pixel movement with 1 player? I don't think I have ever seen a complete single player sidescroller action game.