These are translated notes from Sakurai.
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- Spoiler:
- Veteran Fighter
Balance Checklist
Olimar
Team Status Details
Modeling Decided Olimar will serve as the base model.
Consider including Alph (Pikmin 3 protagonist) as a clone character.
Modeling If possible, add Rock Pikmin (heavy and short-ranged, but very powerful).
Game Design Decided Smash Attacks and aerials feel weak and unable to deliver a decisive blow → focus on buffing their range and knockback.
Animation On Hold If possible, add Rock Pikmin (heavy and short-ranged, but very powerful).
Game Design On Hold ” “
Programming On Hold ” “
Animation Decided Smash Attacks and aerials feel weak and unable to deliver a decisive blow → focus on buffing their range and knockback.
Animation Complete Hard to tell what he does when he Jabs → include some sort of effect to clarify.
(He currently uses his antenna to help him attack, but feel free to change as you see fit.)
Game Design On Hold Increase distanced traveled with Forward Tilt. Would also like to improve the animation slightly.
Animation Complete ” “
Game Design Down Tilt does not combo well and subjects Olimar to a counterattack → buff strength and knockback.
Animation Complete Olimar directs his Pikmin two times when performing Smash Attacks → have him strike a single, clear pose for each.
Game Design Slightly buff the distance traveled with Forward Smash.
Programming Complete When using Forward Smash near the ledge, Pikmin thrown will stop in midair before falling off and land on the ground.
Programming Complete When using Forward Smash on an upward incline, Pikmin land immediately and the attack is cut short → adjust the trajectory to account for the incline.
Consider animating the Pikmin as airborne but have the hitbox connected to the ground.
Animation Complete Make Up Smash look flashier by having the Pikmin spin or something when launched upward.
Game Design Slightly buff the distance traveled with Down Smash.
Animation Complete Buff the finish of Neutral Air and make the attack stand out.
Game Design On Hold ” “
Effects Increase the size of the Pikmin for Forward/Back Air.
Add effects or something to expand the range of the attack.
Animation Complete ” “
Game Design On Hold ” “
Game Design Reduce the endlag on an “empty” Pikmin Pluck.
Keep the animation as-is and allow for attack canceling.
Programming Complete Pikmin pulled with Pikmin Pluck will no longer fall over the ledge.
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