General Melee suggestions

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BIGFOOT_PI
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General Melee suggestions

Post by BIGFOOT_PI »

Ok. heres the thread to post your melee suggestions. I'm going to start us off with a few (some I'm sure have been mentioned elsewhere before).
(ps- I appologize ahead of time if I seem to be Mortal Kombat feature biased- because I am :)
Here we go:

1. Is it possible to tweak the time for the loser death cam to last longer, or a way to tell the camera to run till the body stops moving? Or maybe allow the death cam to last as long as body moves- but allow players to hit mouse button to skip and continue to next camera view. That way you could watch them fall all the way down to the bottom of a pit/cliff.
ps- honestly I think the slo-mo death cam could be sped up a little, which would help a little with balancing extended camera view time since the body would get further faster.

2. I notice if a player falls out of an arena to a falling death the melee death cam ends up spinning in circles at the center point of the map and gains in velocity till switches to the winner cam. Maybe program the death cam to view the loser WHERE they died?

3. A. Would it be feasible to stop the map music at a kill/death/round end then restart at beginning of next round like other one-on-one fighting games?
B. Would it be possible to include programming for a 2nd small .ogg music file to be played as a death/end round music clip variation of the map song (ala mortal kombat)? If not, It would be fine to use a generic musical sound mixed with the winner/loser announcer sound effect - which I think chaos kind of did with a few of the melee announcer sounds.
(It just seems cheesy if you are in the middle of a death cam animation and the map's default music keeps playing through or even worse, coincidentally ends then restarts/loops during the death/end round. Makes the music less effective and detached as a part of the rounds/matches.)

4. Obviously everyone wants to see better and a wider variety of animations for all weapon attacks.

5. Many also looking to the possibility of attack combos.
-with combo text report added to compliment-

6. Unique and/or special finishing moves/fatalities
-with sound effects and text graphics to acknowledge them taking place-
on a side note- only allow fatality to be performable at the end of last round of the match/ 2nd winning round of 2outa3 games (ala MK)- dont want people performing TRUE fatalites on opponents in between previous rounds so as not to slow down pace of the match.

7. The ability to gain adrenaline off succesfully landed attack hits that builds up and when is maxed out you can perform a special POWER attack. If so, have player's addrenaline level not reset when round resets to increase the likely-hood of an adrenaline induced power attack.
-with sound effects and addrenaline level hud display added to compliment-

8. Custom announcer packs and without mismatches? (may allready work-im just not sure or this- may be unreal engine server code controlled and not modifiable)

9. If particularly fancy/brutal attacks, combos or special moves are pulled off, allow a random varying announcer comment /compliment
(ala MK - for example: outstanding/superb/excellent, TOASTY etc.)

10. MORE BLOOD!! (or configurable blood levels?)

11. program in FIGHT! text or overlay graphic to be displayed on screen when the sound is played at start of rounds (and for possible future fatailty feature: "Finish him/her" )

12. Add a fade out effect to the screen display at end of rounds so the killed character and their weapon instantly disappearing at round end is less noticable.

I could sit here all night and try to add more to this, but I'll stop for now. I'll post later when I think of more as they come to me.
Anyway- please post away guys and try to keep the suggestions semi-sensible :)

EDIT: I re-edited/expounded on some of the above suggestions since initially posted- so re-read if you like.
BOOM!!!

MK (and stuff) Web page: http://www.peterissa.com/mkut.html
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Kyllian
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Post by Kyllian »

Duel specific taunt animations, now that would own
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Shuri
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Post by Shuri »

Some very good ideas there =)
jb
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Post by jb »

5. Many also looking to the possibility of attack combos.
-with combo text report added to compliment-

If we do combos then atm I don't have a good idea how to code it so it does not break or current system. And I will assume when you say combos you mean launching 2/3 attacks that hit in a row, correct? Forgive my lack of info on this matter but I have only really played one "fighting" game and that was OMF way back. So my knowledge is a bit behind :(

I talked awhile back with one of the folks at Raven on how to handle animations. He suggested that in order to do combos you would have to break up the animations. Meaning almost every attack has the same start and finnish part of the animation. Just the stuff in the middle is the custom part. ATM that system was a bit out of our reach. Once we get a full time animator..then its possible.
6. Unique and/or special finishing moves/fatalities
-with sound effects and text graphics to acknowledge them taking place-
on a side note- only allow fatality to be performable at the end of last round of the match/ 2nd winning round of 2outa3 games (ala MK)- dont want people performing TRUE fatalites on opponents in between previous rounds so as not to slow down pace of the match.
I agree with having more moves and some type of a "finnishing" move. However I still think that if you can land a shot at the head during any time, then you dont need to have a finnishing move... but we can see :)

7. The ability to gain adrenaline off succesfully landed attack hits that builds up and when is maxed out you can perform a special POWER attack. If so, have player's addrenaline level not reset when round resets to increase the likely-hood of an adrenaline induced power attack.
-with sound effects and addrenaline level hud display added to compliment-
Hmm maybe could go that. If your adrenaline gets above X ammount then a sepcial attack mode is availible to you. However to be fair nothing should be carried over to next round.

The rest of the ideas here are good as well.
Jb
BIGFOOT_PI
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Post by BIGFOOT_PI »

Thanks for your feedback. Yeah- I figured the combo system would be a MAJOR undertaking. So I'm not gonna cry if thats out of reach.

Concerning finishing Moves and headshots, I just assumed if a fatality system was put in place the "anytime" decapitations would be removed and reserved for a finisher. I think it would be better that way.

The reason I suggested addrenaline build up not reset when round resets is because it may take several landed hits to build it up to MAX, and since some rounds can be as short as a single hit, power moves may never be achievable.
That actually leads to one more suggestion. Perhaps allowing a single hit to totally kill an opponent is TOO fast? I know in real life thats possible, but we all know in the unreal universe it takes SEVERAL bullets to kill someone so I think weapon hits should also take a minimum of like 3 landed hits to kill opponent. Then the rounds would be more competitive and last longer. Because it sucks when you walk up and Joe Blow lands one hit and takes all your life and you never have a chance. That would help the adrenaline system to be more feasibly reset on each round and still be achievable. Frankly I was very surprised when I discovered you could kill an opponent with a single hit in melee, and not even a head shot either. Was a down slice.
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NeoNight
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Post by NeoNight »

Jb- you should check out omf:battlegrounds :wink: www.omf.com (if you haven't already)

anyway yeah I figured the combos thing would be kinda immpossible with the current system unless each hit did a super low ammount of damage or something :?
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Melekai
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Post by Melekai »

dont count it as impossible... maybe if they get a full time animator they will include some hand to hand combos, Claw like weapons ;)
there are two great mutators i love.. "limp" and "adrenovore". the limp mod makes you walk slower the less blood you have, the adrenovore gives you a lil bit of adrenaline each time you damage an opponent. oinsteaed of jsut when you kill them... i find this really works well in invasion mods wher eyou keep fighting to keep yoru adrenaline high.. leaving you sspeeded up longer.
theres also one to constantly reduce adrenlaine as you fight.. which makes another nice combination..

the combo system is not that far outta reach.. but they DO need animators.. not jsut one either.. unless he is extremely skilled. but i dont know what it would do to the current system since i dont understand it.. i do have a few ideas that i posted in a pm top JB, if he finds it intresting and worth reading he can post it if he wants or i can later.. i just dont know how smart all my ideas are.

the hard part is fidning the right balance and key button mashing combination.

does anyone remeber rune?.. i loved how you coudl run around and choip of someones arm.. then cahse them around as the sprinter for the nearest healing runt to restore the arm. i think its realistic to get a head shot. but only if it riealyl slices the neck or breaks the neck, (seems a bbit funny to havea hammer bashing downwards knock soeones head of their shoulders. i also used to love one rune mod, (rune was an unreal engien origianly right?). which would pit you one on one with someone, in ultra slow motion. like matrix, and you could see eachother just staidng there facing off, aah anyway.. it added somethign really :P. hence why im really want monkey matrix moves working with this mod.
SwordChucksRule
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Post by SwordChucksRule »

I just downloaded Chaos today and I love it!

I dont want to nitpick or anything, but its something i happened to notice:

Whenever you stand still when using the Gen Mokai skin, it looks as though its standing on its ankles.
When youre running and moving its fine, but it just looks odd when youve just won and your toes are pointing upwards. :?
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jb
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Post by jb »

SwordChucksRule wrote:Whenever you stand still when using the Gen Mokai skin, it looks as though its standing on its ankles.
When youre running and moving its fine, but it just looks odd when youve just won and your toes are pointing upwards. :?
Yeap we think its due to the custom stances we use. We are trying to find a full time person to help us with creating new animations so we can avoid things such as this.... thanks for the feedback.
Jb
phatcat
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Post by phatcat »

use Melee weapons outside of DUAL mod. :)
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FurrySound
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Post by FurrySound »

That's already in the works :)
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TKATK
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Post by TKATK »

well,mine

1st:Add 2 optimal items,shields or ranged weps,when you start you can choose thoose additionally,the projectile speed of ranged weps should be half of the crossbow,you should move at 1/4 of your original speed while using em becouse of the concentration needed,shields should make you move at 1/2 of your original speed,attack at 5/6 of your original dmg becouse of the extra strength needed for a shield,shields should allow you to be able to block and attack or block improvedly,block and attacks should have a 50% chance of failing and making you unable to attack or defend for 1.5 sec
2nd:add a team arena gameplay in wich you use melle weps only,can play on arena or original maps and fight team vs team
formatter
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Post by formatter »

Well the combo thingy is only a matter of practice you can always combine hits.. ; )
It's anyway Unreal.
Hedge-o-Matic
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Post by Hedge-o-Matic »

How about a system to fade static meshes and brushes that intervene between you and your model? the current "slide around" technique works well sometimes, but near walls, or around pillars, it makes control very difficult, especially when the view dips "into" your player model, obscuring the view even further. If not brush/SM fades, how about diving back into 1st person view for the moment? It would keep you from dying, at least, even if you couldn't see your weapon. You wouldn't be fighting like that, after all, just manuvering, as a rule.
Shuri
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Post by Shuri »

Interesting idea - don't know how possible it would be.
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