New Melee concept?

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Kaboodles
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New Melee concept?

Post by Kaboodles »

How about a system where you use the mouse to control your weapon, instead of the move keys? Like moving your mouse to the left and clicking primary for a left swing or bringing your view down for a downwards smash? You could do upwards swings by bringing your view up. Stabs would be done by leaving the mouse neutral. What do you think?
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jb
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Re: New Melee concept?

Post by jb »

Kaboodles_The_Assassin wrote:How about a system where you use the mouse to control your weapon, instead of the move keys? Like moving your mouse to the left and clicking primary for a left swing or bringing your view down for a downwards smash? You could do upwards swings by bringing your view up. Stabs would be done by leaving the mouse neutral. What do you think?
Not bad...However the movement keys were much easier to use as Epic has a system in place for that. So its very easy to get your direction of movement. To get mouse movement is harder. For one thing the mouse/cursor does not exist in the real world (ie the server). So we would have to move this information from each client to the server. Also we would have to write some sort of code to translate the 2d postion of the mouse into the attack. This is just a one line thing with the player movement stuff that is all done at the engine leve (ie its very fast and wont effect your fps scores). So while this idea has merit I can think of more issues it will cause then issues it will fix. Thanks for the idea!
Jb
TKATK
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Post by TKATK »

ive rememember it being used in msuc honorable mention,was it "samurai tournament"?
Shadowstar
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Post by Shadowstar »

Personally i think the melee system would work better if the system read your desired movement direction (that is, the movement direction for the key you are pushing), instead of your actual movement direction. It's possible to be moving one way while pressing another movement key, such as during falls or dodges or while being moved by something else in the game world, like a mover. In these cases, it can be difficult to perform the move you want to do, and instead you are forced to perform another move instead.

I mentioned this before, but I'm not actually sure its possible to model it that way from the response I got originally.
ZCaliber
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Post by ZCaliber »

Hmmm... Maybe a 'View lock' button? Just kinda popped in my head... But if 'View-lock' was pressed, mouse-look would be off. And thus you would use the mouse to decide the direction of the attack, nothing highly detailed. Just General direction.

(I.E. You can be moving left and use the 'Moving right' attack, or the straight attack?)

Is that what you mean? My apologies if I mistranslated your idea. ^^;; I'm just stupid like that.

Anywho, if you wanted to rotate while doing said attack. You can press the View-lock again during the animation... Heck, it can be the Chaos UT button or Change ammo (Since they both change stances)
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Kaboodles
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Post by Kaboodles »

How feasible would a combo system be for melee?
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Shadowstar
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Post by Shadowstar »

ZCaliber wrote:Hmmm... Maybe a 'View lock' button? Just kinda popped in my head... But if 'View-lock' was pressed, mouse-look would be off. And thus you would use the mouse to decide the direction of the attack, nothing highly detailed. Just General direction.

(I.E. You can be moving left and use the 'Moving right' attack, or the straight attack?)

Is that what you mean? My apologies if I mistranslated your idea. ^^;; I'm just stupid like that.

Anywho, if you wanted to rotate while doing said attack. You can press the View-lock again during the animation... Heck, it can be the Chaos UT button or Change ammo (Since they both change stances)
Uh, no... Such a system would be horrible to use. What I mean is that the code should read the key pressed instead of the movement direction. Nothing fancy or complicated. If the player is pushing the key they use to strafe left, then do the left attack. The controls for melee would not change. In fact, the change would hardly be noticeable, except for an improvement in control.
jb
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Post by jb »

Kaboodles_The_Assassin wrote:How feasible would a combo system be for melee?
We did not design the system for combos. In order for combos to work you have to redesign the animations so you can spawn the next attack quickly...

For example instead of a full swing, you would have to break it up into three parts:

1) Start of the swing with the weapon going from idle to a ready
2) The swing
3) The end of the swing going from ready back to idle

For combos you got from 1 to 2 to the next combo's 2 then to the 3rd stage. So as it stands now it would be almost imposible with out redoing all the animations :(
Jb
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Post by Rythmix »

well then you better get to work! :P
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Post by neolith »

Rythmix wrote:well then you better get to work! :P
(angry)

... j/k ;)
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