some real sword fighting
K Ive seen alot of post about realistic sword fighting lately and had a really good idea along time ago for a realistic sword fighting engine. So I guess I will let my idea out of the bag and share it with everyone. One idea is for playstation dual shock contoller and the other for a keyboard and mouse.
dual shock controller:
The left analog contoller controls your movement forward backstep left and right ect. The right analog controls the swing of your sword pushing it forward fast would lunge while moving it in a circle would swing your sword in the direction. For example if your move your analog controller from a down position your would parry and if you go from down to up you would do an over the head swing. This would need a little work but may work.
Mouse Keyboard:
The keyboard is used to move ect.. while the mouse works basically the same way as the right analog stick on the contoller.
So flame away at this message saying what you think and post your ideas.
Brendon Glanzer
EchoSteel©
I don''t mean to burst your bubble or anything, but they already implemented this sort of control (at least on the PC, were there other versions?) in Die by the Sword. It was pretty cool though I only played the demo. It could have been done better, I think you should try .
I definitely like the idea of controlling the sword without preset motions, although there should also be those.
Anyone remember Prince of Persia? That was a great swordfighting game I haven''t seen mentioned in any of the swordfighting posts- although it is by no means realistic by today''s standards, it was damn good for its time.
I definitely like the idea of controlling the sword without preset motions, although there should also be those.
Anyone remember Prince of Persia? That was a great swordfighting game I haven''t seen mentioned in any of the swordfighting posts- although it is by no means realistic by today''s standards, it was damn good for its time.
Nothing is difficult, only the mind makes it so.
I know the dual shock thing was kind of done in that monkey game for playstation(I cant think of the name)
Now prince of persia was awsome I loved the realistic sword fighting in the game.
What do you guys think of an online game were the controls are like die by the sword, yet the game is realistic a sword throught the chest is death while a wound to the leg only need a patch to heal but you still walk slow. but you can buy armor so you can take more hits. The game would be more skilled on your sword fighting, archery, magic ect.. abilities other than what level you are on. Im not to sure of it because think of if you play the game and there is an archer in a tree who shoots you in the back, you die with no warning which would piss me off.
Tell me what you think
Brendon Glanzer
EchoSteel©
Now prince of persia was awsome I loved the realistic sword fighting in the game.
What do you guys think of an online game were the controls are like die by the sword, yet the game is realistic a sword throught the chest is death while a wound to the leg only need a patch to heal but you still walk slow. but you can buy armor so you can take more hits. The game would be more skilled on your sword fighting, archery, magic ect.. abilities other than what level you are on. Im not to sure of it because think of if you play the game and there is an archer in a tree who shoots you in the back, you die with no warning which would piss me off.
Tell me what you think
Brendon Glanzer
EchoSteel©
Yeah, that sounds pretty good, and how about this?:
When you get hit, say in the leg like you said, the bleeding must be stopped with a bandage but you will still limp like you said. And you will recover with time depending upon how severed the leg is i.e. if its half cut off thats a real bad limp and you won''t recover normally during the game, but if its ''just a flesh wound'' like a shallow cut it will heal relatively quick. The more or stronger the armor you wear, the less deep you can get cut.
I just don''t believe in levelling and experience persay, but possibly skills you can gain in by using them. The swordplay should just be the actual person''s ability, timing for swings and parries like in Prince of Persia, as well as hit placement.
"Im not to sure of it because think of if you play the game and there is an archer in a tree who shoots you in the back, you die with no warning which would piss me off."
Yeah, and every one in medieval times that got shot in the back during a war and died "unexpectedly" (you''re in a war, or in this case deathmatch game, you know you are gonna die so its not unexpected) would have been pissed off too, except they were too busy being dead. Really though, what would an archer be doing up in a tree in a battle unless he had time beforehand? It all depends how the game is set up and if you allow for that type of movement in the environment.
I think magic has been waay overused in games, so if one was to include it it should be implemented far from the norm.
Now whatcha think about that?
When you get hit, say in the leg like you said, the bleeding must be stopped with a bandage but you will still limp like you said. And you will recover with time depending upon how severed the leg is i.e. if its half cut off thats a real bad limp and you won''t recover normally during the game, but if its ''just a flesh wound'' like a shallow cut it will heal relatively quick. The more or stronger the armor you wear, the less deep you can get cut.
I just don''t believe in levelling and experience persay, but possibly skills you can gain in by using them. The swordplay should just be the actual person''s ability, timing for swings and parries like in Prince of Persia, as well as hit placement.
"Im not to sure of it because think of if you play the game and there is an archer in a tree who shoots you in the back, you die with no warning which would piss me off."
Yeah, and every one in medieval times that got shot in the back during a war and died "unexpectedly" (you''re in a war, or in this case deathmatch game, you know you are gonna die so its not unexpected) would have been pissed off too, except they were too busy being dead. Really though, what would an archer be doing up in a tree in a battle unless he had time beforehand? It all depends how the game is set up and if you allow for that type of movement in the environment.
I think magic has been waay overused in games, so if one was to include it it should be implemented far from the norm.
Now whatcha think about that?
Nothing is difficult, only the mind makes it so.
Yeah, I like the idea of it taking a while for a wound to heal. Especially if you''re making a game where you want the player to be fearful of the danger of combat. The player may not go looking for a fight if their leg is already severly wounded.
"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig :) " --Martee
Need help? Well, go FAQ yourself.
"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig :) " --Martee
Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
As long as it''s a swordfighting game, you can make the controls as complex and realistic as you like. But, please, PLEASE, don''t do this as an element of a larger game, such as a Roleplaying game. The complexity of the combat engine would stifle the experience of the rest of the game, something you don''t want to do in a non-combat game.
People might not remember what you said, or what you did, but they will always remember how you made them feel.
~ (V)^|) |<é!t|-| ~
People might not remember what you said, or what you did, but they will always remember how you made them feel.
~ (V)^|) |<é!t|-| ~
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
Point taken, MKeith, but you must admit the stuff in RPGs where you just hit attack and let the stats do the rest of the work gets quite lame as well. Granted the element of combat and killing itself is meaningless in the game, but the action of combat is rather meantingless too. The combat is so simple it''s just plain boring. There''s got to be a good medium.
"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig :) " --Martee
Need help? Well, go FAQ yourself.
"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig :) " --Martee
Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
Thanks for replying Naz
Here''s my idea for RPG combat:
There''s been a lot of discussion through the ages of RPG design about combat. Some say "We want realistic!", and yell for turn-based. Some say "Turnbased sucks, we played diablo and loved the fast pace", and yell for real-time. Who''s wrong or right? Well, I think we all agree nobody''s particularly wrong or right there ( well duh, both camps buy games and we try selling them ).
Now, what if you offer the option of both? It''s not that hard. Click ''n kill, with some turn-based if you want it. With this difference:
All the options available in turn-based are available in real-time. No exception. But you can script them. Script the logic of your "click ''n kill" - like "If my opponent is a giant, aim for the kneecaps".
This could work. You have control over your realtime character through scripting, or you can pick-and-match styles in turn-based.
People might not remember what you said, or what you did, but they will always remember how you made them feel.
~ (V)^|) |<é!t|-| ~
Here''s my idea for RPG combat:
There''s been a lot of discussion through the ages of RPG design about combat. Some say "We want realistic!", and yell for turn-based. Some say "Turnbased sucks, we played diablo and loved the fast pace", and yell for real-time. Who''s wrong or right? Well, I think we all agree nobody''s particularly wrong or right there ( well duh, both camps buy games and we try selling them ).
Now, what if you offer the option of both? It''s not that hard. Click ''n kill, with some turn-based if you want it. With this difference:
All the options available in turn-based are available in real-time. No exception. But you can script them. Script the logic of your "click ''n kill" - like "If my opponent is a giant, aim for the kneecaps".
This could work. You have control over your realtime character through scripting, or you can pick-and-match styles in turn-based.
People might not remember what you said, or what you did, but they will always remember how you made them feel.
~ (V)^|) |<é!t|-| ~
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
arrrh ... OK, let''s just say this : maybe the fact that combat is resumed to a simple click and kill make the whole action of killing not too important, hence it is used so often. Now if a fight takes up half an hour like it can in a Pen & Pencil RPG, and involves quite a bunch of technicality, I think people would think again before entering into something they dont master. And those that do master the fighting would enjoy it much more, but the time cosumption would encourage them to sometimes avoid the violent solution.
I mean, in most games, if you can click and kill, or talk for ages ... I say 99% of the time, people will just click/kill their way through.
youpla :-P
I mean, in most games, if you can click and kill, or talk for ages ... I say 99% of the time, people will just click/kill their way through.
youpla :-P
-----------------------------Sancte Isidore ora pro nobis !
Damn Windows and its bloody illegal operations while I'm in the middle of writing a message!
MK: Anytime. What else am I going to do, sleep?
Wouldn't scripts be a bit constant? Yeah, you could configure the scripts but still your character would follow them without the player's intervention in the heat of battle. What I am looking for is a combat system that is detailed, yet not overwhelming and still offers the possibility of using strategy and wit in the midst of the battle.
I agree there shouldn't be 20 different buttons in an RPG, but a few different options for localized damage and a command for blocking/parrying is not too much IMO
"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig " --Martee
Need help? Well, go FAQ yourself.
Edited by - Nazrix on October 16, 2000 4:30:30 AM
MK: Anytime. What else am I going to do, sleep?
Wouldn't scripts be a bit constant? Yeah, you could configure the scripts but still your character would follow them without the player's intervention in the heat of battle. What I am looking for is a combat system that is detailed, yet not overwhelming and still offers the possibility of using strategy and wit in the midst of the battle.
I agree there shouldn't be 20 different buttons in an RPG, but a few different options for localized damage and a command for blocking/parrying is not too much IMO
"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig " --Martee
Need help? Well, go FAQ yourself.
Edited by - Nazrix on October 16, 2000 4:30:30 AM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
This topic is closed to new replies.
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