Games with Movie-like Swordplay
Do any exist? I've always wanted to play a game that gives me same rush that I get from watching an intense duel in theatres. I've never found one. And if they don't exist, why? It would be fantastic. I've placed this in Game Design so that you might explain why you feel that it is/isn't possible to design a game with Movie-like swordplay.
I hope you aren't talking about chambara style swordplay, because THIS is WAY beyond the scope of any possible programming...
Yours faithfully, Nicolas FOURNIALS
Quote:
Original post by Fournicolas
I hope you aren't talking about chambara style swordplay, because THIS is WAY beyond the scope of any possible programming...
Programming the movement isn't the problem. CGI in films do it all of the time. The real problem is in player control of the movement. Until we get the full neural interconnect, control intense swordplay is not feasible.
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the 2 latest Prince of Persia games (Sands Of Time and Warrior Within) have sexy sword play.
Personnaly I prefer the simplicity of SoT over the more complex system in WW, but you can't beat the Prince when he starts break dancing whilst duel weilding a war hammer and a sword (WW) :D - I think that combo is L-L-E-L
Personnaly I prefer the simplicity of SoT over the more complex system in WW, but you can't beat the Prince when he starts break dancing whilst duel weilding a war hammer and a sword (WW) :D - I think that combo is L-L-E-L
Roger that, lets run like hell!
Assuming chambara style swordsplay is like swordsplay seen in croushing tiger - hidden dragon (among others). (I googled and I got the impression it was such movies)
Why would that be such impossible to do? Oni had IMHO a great control-system. It's all about restricting the movements into a "unrestricted touch".
Assuming sabers=swords - Jedi Knight Accademy (I think I got the name right) had some good sword-fights.
Quote:
Original post by Thermodynamics Quote:
Original post by Fournicolas
I hope you aren't talking about chambara style swordplay, because THIS is WAY beyond the scope of any possible programming...
Programming the movement isn't the problem. CGI in films do it all of the time. The real problem is in player control of the movement. Until we get the full neural interconnect, control intense swordplay is not feasible.
Why would that be such impossible to do? Oni had IMHO a great control-system. It's all about restricting the movements into a "unrestricted touch".
Assuming sabers=swords - Jedi Knight Accademy (I think I got the name right) had some good sword-fights.
Another route you may want to take, is something similar to Knights of the Old Repbulic.
Where the mechanics are handled in the back ground, and the results are displayed, but the actual visuals are more exciting.
Where the mechanics are handled in the back ground, and the results are displayed, but the actual visuals are more exciting.
Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used.
SoulCalibur is very scinematic, very playable.
Not as cinematic as Prince of Persia . . .
Not as cinematic as Prince of Persia . . .
-----------------"Building a game is the fine art of crafting an elegant, sophisticated machine and then carefully calculating exactly how to throw explosive, tar-covered wrenches into the machine to botch-up the works."http://www.ishpeck.net/
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