A mutation to melee...
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- Posts: 301
- Joined: Mon Mar 29, 2004 1:05 am
- Location: the milky way
A mutation to melee...
I was practicing melee in botmatch when i suddenly go this idea. combo's! you could have like a chaos version of the adren system. only found in chaos gametypes! anyway, this is the system. when you take damage like say in duel your adren goes down and each hit makes your adren go up. also surviving for a long time adds a tiny bit of the adren but camping drains your adren. when you have the max adren and with a melee weapon only you can do that melee weapons special combo. now this is a one hit combo. all offensive. each weapon has their own unique combo. you still have to do a movement and also you need to be in a certain stance but it is worth it! like say with the hammer you have to be in heavy stance and you have to jump forward+attack and what that would do is create "thor's hammer." You land and you create an explosion of electricity, causing fatality instantly. for lighter weps you could have them like shoot something. like for the katana you need to dodge forward and attack. that would make you throw your wep like a boomerang and it targets you enemy. however its guidance is like a rockets so it has a short amount of time to turn and still hit. if it misses or hits it flies back to you and you catch it in your hand. for medium stance weps you could have like the bastard sword and you need to walk left while facing the direction you want to throw the energy to and you need to attack at the same time. this will cause the bastard sword to shoot out a wave of fire from its tip. EDIT: this may be beyond chaos coding skills. especially making the anims right for the katana thing.

combos beyond front-front-back-back for the 'berserk' effect? hm i can think of like... console hack and slash games, stuff like the lord of the rings game, prince of persia, dynasty warriors, onimusha, etc etc... like, just intergrate the dodge and attack keys together, and some pretty specific animations and movement patterns... like going forward and swinging a sword doesnt just make you run all over the place swinging that thing in front of you, but sort of makes you do a good proxy mine-style lunge towards an enemy and finishing with a slice
how flexible is ut2k4's animation system? like theres vertex animation, and theres skeletal animation... from the udn.epicgames.com website, there are 'physicsbasedanim' things which are redded-off for licensees only, thought it could be interesting, but i think it's for unreal championship 2 for the xbox... hm oh yeah, isnt all this melee weapons thing kinda pointing towards unreal championship 2?
how flexible is ut2k4's animation system? like theres vertex animation, and theres skeletal animation... from the udn.epicgames.com website, there are 'physicsbasedanim' things which are redded-off for licensees only, thought it could be interesting, but i think it's for unreal championship 2 for the xbox... hm oh yeah, isnt all this melee weapons thing kinda pointing towards unreal championship 2?
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- Chaotic Dreams Team
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You could say the concepts date back all the way to the days of Rune.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
Well, I dunno about that. I guess maybe if you're talking in a very abstract way, sword fighting in games in general, perhaps. But even then I doubt that is accurate. Since I've never played Rune, though I have played similiar game type way back in HexenWorld.
However, in a very real way, you can trace the roots of our current Chaos Duel game type, back to my days as a lover and endless promoter of the Bastard Sword in Q2Chaos.
It was that which inspired me to request and receive (thanks to mad-mapper Von) a normal weapons Q2Chaos map which had an arena built in, complete with bleachers for onlookers and a sword pickup at either entrance. And that which led to our Sword Arena mutator in CUT99 (made at my request by the amazing Frederico), which then led to what we have today.
Of course we went to 3rd person after leaving CUT99, and that was inspired by games that other Chaos Team members had played (not myself in that case). But the roots of Chaos melee fighting itself come directly from my love of the awesome Q2Chaos Bastard Sword made by Spa, and whomever it was that coded it for him originally (Perhaps Major? I forget).
I'm quite proud of that history actually.
However, in a very real way, you can trace the roots of our current Chaos Duel game type, back to my days as a lover and endless promoter of the Bastard Sword in Q2Chaos.
It was that which inspired me to request and receive (thanks to mad-mapper Von) a normal weapons Q2Chaos map which had an arena built in, complete with bleachers for onlookers and a sword pickup at either entrance. And that which led to our Sword Arena mutator in CUT99 (made at my request by the amazing Frederico), which then led to what we have today.
Of course we went to 3rd person after leaving CUT99, and that was inspired by games that other Chaos Team members had played (not myself in that case). But the roots of Chaos melee fighting itself come directly from my love of the awesome Q2Chaos Bastard Sword made by Spa, and whomever it was that coded it for him originally (Perhaps Major? I forget).
I'm quite proud of that history actually.