Would this be do-able for a more customizable game?
Right...so here is the idea: A player starts out with a number of moves...basic punches, kicks, whatnot... as the player progresses they will eventually gain the ability to make their own moves...either by connecting other moves for combo's (with a limited number of fundamentals) or by some other means... I have thought up two possible ways to make this work: 1) have animation for all the basic moves and then have a 3D model link them together to make it go smoothly in-game...it would probably work by selecting a move and clicking "add to list" or maybe even a "drag and drop" interface with peices...it would have limited number of fundamental moves depending on other game variables...it would also have things like loops while holding down w/e and wait for a second or pull out weapon, etc. or more customizably: 2) have a basic hand-circle, foot circle, hip/elbow/shoulder/knee/hand/foot/torso/neck bend and allow the player to set X number of fundamental positions and link them together with an ingame smoothing of a 3D model... would this be possible and, if it is, probable/worth-while for a game? thank you for your time... -Ajain EDIT: or has this already been done?
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
You seem to almost be asking for an animation interpolation system. The two latest Prince of Persia games (Sands of Time and Warrior Within) may be of interest to you: they did an awesome job with the animation "AI", regardless of whatever anyone has to say about the story or gameplay -- which has been a very mixed bag.
I guess the long and short of what I'm asking is...
would it be possible with a 3D model to have the player develop the moves and animation and still have it work ingame? (without the player changing game files out-of-game) Ifso, is this a good idea or would it just lag the computer a ton as it figures out what the player is doing?
-Ajain
would it be possible with a 3D model to have the player develop the moves and animation and still have it work ingame? (without the player changing game files out-of-game) Ifso, is this a good idea or would it just lag the computer a ton as it figures out what the player is doing?
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
The question isn't "Can this be done" (because it can be), the question is "Should this be done". I realize that having player created combinations adds (something that I can't think of right now) to the game, but are they different? Will each different combination have different damages and costs associated with them? Will it cost more to link a kick with another kick than an elbow with a kick? Is there more to the combat system than just combinations? and finally... will everyone end up picking from just a few combinations?
It can be done, that's for sure. I don't think it would be a good idea UNLESS people will both pick varied combinations AND there is a reason to pick different combinations other than for looks.
It can be done, that's for sure. I don't think it would be a good idea UNLESS people will both pick varied combinations AND there is a reason to pick different combinations other than for looks.
"Practice makes good, Perfect Practice makes Perfect"
Right - I'm not sure how much use you'd get out of a system. When fighting, you have to adapt to a constantly changing battle. You could string together your own unique combination, but what fun is that when the enemy dodges out of the way? Would you have to wait until your combination ends before you can react?
I suppose your thinking sort of like Tekken, where each character has a library of special moves, and in your game, you get to build your own. This could have its appeal, but in my opinion, the fun of those combinations was to unlock, discover, and master them, just to watch the character perform them. I really don't know how much of a kick I'd get out of building it myself. It seems it takes the "Whoa, cool! Look what I just did!" fun out of the game.
Did you have something else in mind, or more to it than this?
I suppose your thinking sort of like Tekken, where each character has a library of special moves, and in your game, you get to build your own. This could have its appeal, but in my opinion, the fun of those combinations was to unlock, discover, and master them, just to watch the character perform them. I really don't know how much of a kick I'd get out of building it myself. It seems it takes the "Whoa, cool! Look what I just did!" fun out of the game.
Did you have something else in mind, or more to it than this?
Quote:
Original post by KingRuss
The question isn't "Can this be done" (because it can be), the question is "Should this be done". I realize that having player created combinations adds (something that I can't think of right now) to the game, but are they different? Will each different combination have different damages and costs associated with them? Will it cost more to link a kick with another kick than an elbow with a kick? Is there more to the combat system than just combinations? and finally... will everyone end up picking from just a few combinations?
It can be done, that's for sure. I don't think it would be a good idea UNLESS people will both pick varied combinations AND there is a reason to pick different combinations other than for looks.
understand, first, that I lack any form of expertise in even getting pictures to load in any language, much less 3D modeling and then having the program edit it so this is purely in theory...
what I was thinking of was a fighting system for a (don't say "pfft" right away...again, purely in theory) MMO...it would be possible (especially in example 2) to develop fighting styles and...almost a perfectable martial arts that you need to observe and try and test in more of a RL learning mock-up than just "downloading file" or "what combination is that..."...that would be a reward...
for single player games the reward would be seeing moves like dropping down and swiping with your feet to knock the other guy down from and enemy and then doing it yourself...admidely the setup would need to be example 2 again...and if it were a console game it would be very hard to do...there would need to be a 3D "tickmark" grid and...whew...
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
I think it has alot of potential. But make it on the fly rather then a menu to make moves. If you are going to have them make moves have it be shortcuts. Taking a bit from my RPG design you could have a "stanima" and "balance" for the move, they could technicaly string these together in battle, or could "macro" them in a designer. It is imparative that both options are availiable or you will end up with (as other people said) a pointelss to use system. The macro system would be just to pull something off that maintains balance without having to think about that excessivly during combat. You need to then be able to break out of that during combat if you needed to.
Basicaly im thinking your "stanima" would limit the number of moves you could execute, and "balance" would make it harder to string together unrelated moves (ie a punch and a front kick).
Basicaly im thinking your "stanima" would limit the number of moves you could execute, and "balance" would make it harder to string together unrelated moves (ie a punch and a front kick).
I was thinking something relatively like that but more down the lines of strength and flexability...one cannot do a kick that would break someone's jaw if they aren't flexible and one cannot do a handstand and spring to standing if they aren't strong enough...
stamina and balance would fit in well...
-Ajain
stamina and balance would fit in well...
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
Actualy my idea in the area of balance is, balance is maintained while going from a stable attack to a stable attack. For instance left punch right punch left kick is a very balanced attack (for left handed people) while a left punch right punch right kick is unbalanced. Going from balanced attacks to balanced attacks are easiest, though you still gradualy lose balance. But should you go to an unbalanced move to counter a defense or offense, you lose balance alot quicker, and your combo ends.
What about moves that don't require any form of balance to get to/recover from/preform...like jumping a little bit, landing on the ground and kicking then pushing yourself back up...the only part would be landing...in your set up would it be possible to do something down that line without having a feature the user could abuse?
-Ajain
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement