User:Ganj

DEVELOPMENT JOURNAL
So far I've developed a working model of the command table. These are the most distinguishing notes of the table:
 * Marks: Uses for special symbols & marks such as "EX stars" or "-isms marks", whether it's "cancelable" with a "C" or something.
 * Move Names: Uses for names of attacks.
 * Commands: The most 'important' aspect, which (of course) denotes the input commands of the attack itself.
 * Notes: The column is specifically for any noteworthy info on the move in-particular (ie. collision points, special properties).

As you can see I've established and constructed a working prototype. So now I'm just tweaking the design properties. Maybe I'll drag the "Note" portion below the other cells...make it its own row entirely.


 * [Friday, June 27, 2008]
 * Today, I just revised the Tables for a more contemporary design. I removed the borders and added color to the individual cells to add more appeal. Also I designed a new header design to better designate the character's command table...Although this may not appear in the new version.


 * [Friday, June 27, 2008, 10:44pm]
 * Another tweak. Experimenting with sub cells for "Special Moves w/ extensions". Just seeing how it feels...

COMMAND TABLES PROTOTYPE
PROTOTYPE MK.II (• All data compiled from live-game data from "STREET FIGHTER IVrd STRIKE ".)

COMMAND TABLE EXAMPLES
These are purely examples of the conceptual final product of the tables. Take your time and enjoy. Leave a comment or two...YES! Some of the moves are fictional; and some the commands have been changed...for taste. 

 

WORKING MODEL 


 * 1) REDIRECT Insert text