Arkrim:
As this is for a video game, I'm pretty sure you'll find fleshing out the basic platformer and then conforming BESM stats into it will be far easier and more pragmatic than going in reverse.
I don't quite understand what you mean by this. As in "whether or not it should be limited to a specific platformer"? Other than that, I don't see how non-statistical conversion is relevant.
quote:
Movement:
As a platformer, "movement" is very important. Everyone needs to have a "special move" that allows them to get around. If they are agile, they can double jump, run up walls or move faster. If they are strong, they can knock things down to walk over or break things in their way or throw heavy objects long distances to get what they want anyway.
Hadn't thought of multiple ways. or anything but Mario really, but I guess there's other platformers.
quote:
If they are magical, they can teleport, fly or summon a mount, but these should be restricted to only short distances and only in certain circumstances. For example, they can't teleport through a wall, only through obstacles that agile characters normally jump over or that strong characters break through. Simply making the teleport not work into locations you can't go is fine. The wizard can't teleport somewhere if he doesn't know where he's going and they can't fly when there's a ceiling in the way or strong winds blocking them.
Right. Fair enough.
quote:
Attack:
I think its easier to give everyone a basic attack, a power up attack and super move.
Well, the way I set it up provides everyone with the ability to strike unarmed. Perhaps I could allow levels of Brutal for the basic attack (and 2 levels would suit the strongman). Hadn't really thought of a supermove though.
quote:
Depending on their archetype, it may be different. It may even be possible (if you want to get complex) to have multiple times of basic attacks, power up attacks and super moves that you can switch between by changing which weapon you have equipped or something like that (Megaman style). The wizard has different staffs they can get, the warrior different heavy melee weapons and the rogue different daggers they can throw or bows they can shoot.
Well, I don't really want to have Fantasy characters, because that's a bit overdone. Mario 3 (for example) has an inventory, so being able to store suits or other powerups is something I'm not opposed to.
quote:
Respawn:
Everyone respawns. Buying regeneration can add a healing factor as well as lower your respawn time. Change the cost ratio however you see fit, but make sure you have a set respawn time before you start deciding what to do with it.
Well, I don't see anything about Regeneration affecting Reincarnation in BESM. It does in GURPS. That said, I realize now that even discussing points is basically moot since everyone has it anyway. Now that I think about it, putting a BESM time on Respawns is moot anyway, since the other players in most multiplayer platformers are able to continue on until the party completely dies off, at which point everyone respawns. Probably shouldn't be worth points at all.
In a Mario game though, the number of green mushrooms needs to increase drastically though. And their function should allow other players to instantly respawn the downed character.
Power Ups:
Be it an item or magical power, a power up is a temporary effect. No need to categorize it as "suit" or "flower" or anything like that. Just let it be a "power up". Now, if you want to actually collect gear and items and swap out (add a little RPG element to it) that would be really cool.
</quote>
That's the underlying assumption behind labeling it as a flower or suit or leaf or whatever the case may be. But that's more a Mario Specific case than a Platformer In General case.
That said, I know (all fairly old school) Mario, TMNT (which isn't nearly this in depth), Mega Man, and Sonic. I'd have to bow to expertise for any other or more recent ones.