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Posted: Fri Sep 05, 2003 12:08 pm
by jb
NeoNight wrote:After reading the site I have a few questions about the melee system... ok will there be different attack/ animations for when you attack while ducking? , While jumping off a wall or while your in the air?


Also about the physics/custom animations thing... from what I think I understand the physics of the weapons and your character will judge what kind of attacks/animations you'll have? :? :? :? :? :?
We have some of those in but not all yet. The issue is that there are 4 basic movment dir (forward, back, right and left). Then you have 3 possible stances (heavy, light and medium). Thus right there you have 12 combinations of movies. Then if you look at your players physic (jumping, double jumping, running, ducking) that can give you up to 48 moves. So we will propaply KISS (Keep It Simple Silly) for the first public versions. And as we get more feedback may add more for the next versions. We dont want to add too many as it could get a bit confusing. I think we will probably have 4 moves for each stance and some speical move bassed of phyics (ie say for the light stance, the special move could be that when your double jumping and moving forward instead of a normal attack you do a spinning slicing attack...stuff like that). Again we are still playing around with it to see what makes sense..


So does that mean we (us players) will be able to model a custom weapon for the melee system and get it in game with out to many problems. As long as it follows certain physical properties or something :? Like if I wanted to make a partisan type weapon or a scythe or short swords/ daggers I would be able to get that in?
Mhmmm well you could in theory but you would need to code to go with it. Its not a bad idea however...

Posted: Sat Sep 06, 2003 1:29 am
by Swift Viper
Here is one little idea, if your block gun attacks, then maybe you would get a speed boost for a few seconds as a bouns, plus easily catch up to gun users. I know it would seem unrealise, but don't forget the name of the game. Also, how would you beat someone using the Flak Cannon?

Posted: Sat Sep 06, 2003 2:14 pm
by Zachariah
Swift Viper wrote:Here is one little idea, if your block gun attacks, then maybe you would get a speed boost for a few seconds as a bouns, plus easily catch up to gun users. I know it would seem unrealise, but don't forget the name of the game. Also, how would you beat someone using the Flak Cannon?
A speed boost would be nice, but it seems like it could be easily abused...plus , in ctf games , it would make the flag runner ultra cheap , noone could hit him , and if they tried , he'd only make it back to his own flag faster...maybe instead , it could boost the speed with which you swing your sword/axe? sort of a short term , powered down version of berserk...

Also , will people be able to lock swords/axes like in JK2???

Posted: Sat Sep 06, 2003 2:17 pm
by Zachariah
jb wrote:We have some of those in but not all yet. The issue is that there are 4 basic movment dir (forward, back, right and left). Then you have 3 possible stances (heavy, light and medium). Thus right there you have 12 combinations of movies. Then if you look at your players physic (jumping, double jumping, running, ducking) that can give you up to 48 moves. So we will propaply KISS (Keep It Simple Silly) for the first public versions. And as we get more feedback may add more for the next versions. We dont want to add too many as it could get a bit confusing. I think we will probably have 4 moves for each stance and some speical move bassed of phyics (ie say for the light stance, the special move could be that when your double jumping and moving forward instead of a normal attack you do a spinning slicing attack...stuff like that). Again we are still playing around with it to see what makes sense..
you forgot to count dodges and walldodges , for a totalof 72( i think) Too much work , even for this team...at least for now...

although the varition would be nice , in the end too many moves would get quite confusing . you guys should mostly stick to a nice small number of moves(not too small mind you) and make them all nice and balanced...but thats just My opinion...

you will be able to slice heads off though? right?

Posted: Sat Sep 06, 2003 5:27 pm
by jb
Pepito wrote:you will be able to slice heads off though? right?

Before:
Image

After:
Image

:)

Posted: Sat Sep 06, 2003 7:20 pm
by Zachariah
8O

Posted: Sat Sep 06, 2003 7:50 pm
by NeoNight
ouchie :twisted:

Posted: Sat Sep 06, 2003 8:11 pm
by jeditobe1
is it just me or is jb himself headless? :D

Posted: Sat Sep 06, 2003 8:19 pm
by Zachariah
jeditobe1 wrote:is it just me or is jb himself headless? :D
at first I thought the same thing(that it was a double headshot) but if you look at the top picture you can see that his head is simply being held very very low , probably part of the animations for that particular weapon.

Posted: Sat Sep 06, 2003 8:26 pm
by jb
no thats the full power of the swing and it moves your head and upper torso..you see that was a might downswing :)

Posted: Sat Sep 06, 2003 11:25 pm
by R.Flagg
you will be able to slice heads off though? right?
Hehe, there is no other way. Not only are you chopping heads, but we've added custom heads for each standard model, so that it looks much better than the default 1 (one) you get with standard game. Plus we've added to the gore gushing from the wound.

Oh yeah.

Posted: Sun Sep 07, 2003 6:55 am
by NeoNight
After playing the Jedi Knight: Jedi academy demo. I just remembered something. I always wished Jedi Knight 2 or whatever u call it had lock on targeting, and an ability to adjust the 3rd person camera distance from your character. The targeting would be so that am not spending time concentrating on making sure that my view is focused on my enemy. Since the targeting would handle that for you, giving you more time to focus on your attacks. Not to mention you won't run the risk of moving away from your foe when you press a direction to switch up your attacks. Since the targeting would have your movements correspond to your foes. The camera adjustment is of course for being able to see more of what’s around you.

Anyway on to my point, I was wondering if it’s possible to add some sort of lock on targeting for melee combat? Maybe using the either advanced button function or the switch ammo function. Actually the switch ammo should be used for switching styles no? Just use the ammo icon area of the HUD to show that your switching stances, like if your using a sword you'd see a little sword in the ammo section of the HUD with diferen't colors representing the stance, red for strong, green for medium, blue for fast or whatever :D .

As I had mentioned before in another post to add lock on targeting you guys (mainly JB if he’s interested) could use the same method the author of Pain2k3 used for the Da12's alt-fire. (Which allowed you to lock on to your foe ala Metroid prime and other games) As far as how the author of that mod did it...

Smoke39 :
Basically, the D12a fires a tracer in Tick. When it hits someone, it sets him or her as the target. If the weapon has a target, it points it's instigator's controller at said target and fires the trace as usual to see if there's something in the way of you and your target. If the tracer doesn't hit the target, the lock is lost.


For that tracer (which for the D12a is a red beam) you could maybe use a white or transparent beam (that’ll emit from the player characters eyes)

Sorry for the long post! :oops: :cry:

as for the 3rd person camera view thing MR. evil's AerialView

mut can always be used (this link is for anyone that hasn't tired it yet )


btw has anyone ever played the Mark of kri? (for the ps2 console) that game had the best melee weapon combat targeting system ever!....... don't mind me am a melee combat nut :twisted: :P

Posted: Sun Sep 07, 2003 5:21 pm
by FurrySound
NeoNight... similar to this game's melee setup..

http://www.codemasters.com/downloads/di ... etails=498

Posted: Sun Sep 07, 2003 6:22 pm
by NeoNight
[/offtopic]

I think I’ve played that before, hmm let me dl it and play it again. Anyway for anyone that wants to check out mark of kri go here

http://ps2.ign.com/articles/365/365358p1.html

Basically in that game you are able to fight multiple enemies at the same time by assigning enemies to a button. Which is what the game does for you automatically when you use the targeting beam. Depending on what weapon you are using you can target and assign multiple enemies to one button. You basically press the button to attack the foes and press different buttons while attacking to either do a combo or to attack another near by enemy.

Now imagine being able to do that on top of pressing different directions (ala jk 2) to do even more different attacks, then combining that with the physics stat of your character. hmmmm give me a mod idea lol. My dream is to be able to do all that stuff in an mmorpg enviroment against other players as part of some kind of guild war or soemthing. Will probably never happen though :cry:

Posted: Wed Sep 10, 2003 1:41 am
by Swift Viper
I wonder if Shadowstar has any cool ideas for melee being balanced with guns. I never played JK 2, so I won't know how good the melee combat was in that game :( . Again, I wonder how you will beat someone that is using a Flak Cannon and you only fight them with a melee weapon.