Melee combat dynamics

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Shadowstar
Chaotic Dreams Team
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Melee combat dynamics

Post by Shadowstar »

I was wondering what the chaos ut melee combat will be like? Most FPS games treat melee combat pretty badly, and I was hoping ChaosUT2 wouldn't be like that.

If anyone remembers the old game Rune, that had an awesome melee combat model, something I think would be cool to see in ChaosUT2. Jedi Knight 2 also has a cool melee engine.

So anyway, I was just wondering what melee fighting in Chaosut2 will be like?
neolith
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Post by neolith »

C'mon, Rune isn't that old. :)

Loom, that's an old game.

Damn, now I feel old... :cry:
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
jb
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Post by jb »

Shadowstar.

yes we would like to make the melee combat better. I doubt that our first release will be perfect. However with some work and feedback from people like yourself I am sure we can make is as good if not better. We have planned to do something simular to the way JK2 handels it. Again this first pass may not be it..but will try to get there :)
Jb
Shadowstar
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Post by Shadowstar »

Cool, thanks for the reply.

I've done a bit of idea work on mods before, and my impression of the way good melee combat is done is by making the weapon cause multiple hits. Either have each individual hit be low damage, or have the weapon stop causing damage after the first hit. If the hit locations follow the weapon's path during the animation, you end up with a reasonably realistic melee combat system. One of the things I like about JK2 is that, by performing the right moves, you can hit things that aren't neccessarily in front of you (unlike most other fps games), and this increases strategy. Also, blocking is an absolute must if you have swords :)

I will definately be anxious to try out the sword (my favorite ChaosUT weapon) when CUT2 is released to the public.
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