When Bruce Banner transforms into Hulk, the game-play becomes one of fighting and
destruction. This fighting system is simple and intuitive from a control perspective, but a wealth
of different attacks and options are at the player\u2019s disposal.
The following terms are used to describe the game-play properties of each individual combat action. A more extended version of these parameters will be used in our scripting system to tune the properties of each move.
damage. A charge move has a hold point in the animation \u2013 typically where the player holds the
attack for more strength \u2013 that can be held to increase the power. While most charge attacks
use the same animation, some charges can branch into a new animation if noted.
overridden on an individual move basis by adding the NON-INTERRUPT flag.
Level 0: No interrupt caused
Level 1: Interrupts Class 1 characters (soldiers, dogs).
Level 2: Interrupts Class 2 characters (meta-powered individuals)
Hit Stun: The duration that the target is stunned if the attack has made impact.
Block Stun: The duration that the target is stunned if the target blocks the attack.
Type: Special characteristics for a move. These include:
Knockdown \u2013 This move causes the opponent to be knocked off their feet. The height and
distance of the knockdown will be dictated in the script system. In this document,
knockdowns will be labeled as follows:
Light \u2013 This knockdown sends an opponent onto the ground with an equal level
vertical and horizontal force. It is not powerful enough to perform juggles or
cause massive world destruction.
Vertical \u2013 This knockdown sends an enemy flying into the air with upward vertical force. An example of a vertical knockdown would be an uppercut attack. Vertical floats typically allow for extended juggle combos.
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