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Post by Tessai on Nov 8, 2001 14:54:16 GMT -5
Muahahaha... Slice and Dice!
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Post by SanjiyaN on Nov 8, 2001 17:52:11 GMT -5
Good idea SG ;D
j/k
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Post by Tessai on Nov 8, 2001 19:17:30 GMT -5
*Cheesy Imitation Japanese Accent* Supah Sord oov Dewm! Swang Crahzee!
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Post by Iirion_Claus on Nov 11, 2001 15:06:55 GMT -5
I hope our mecha won't yell the name of their attack whenever fire is pressed
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Post by dna on Nov 11, 2001 16:05:23 GMT -5
Actually, I had suggested that before. ;D Seriously, have you guys ever checked out Thief? I thought that their melee system was pretty nice - actually had to decide what kind of attack to use instead of facing your opponent and pressing fire. Iirion, you're up to it, aren't you? ;D
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Post by Iirion_Claus on Nov 15, 2001 5:45:51 GMT -5
Actually, I had suggested that before. ;D Seriously, have you guys ever checked out Thief? I thought that their melee system was pretty nice - actually had to decide what kind of attack to use instead of facing your opponent and pressing fire. <br>Iirion, you're up to it, aren't you? ;D I'm up to it, but we need to decide whether we want a fast-pace action game or slowing up a bit in favor of more detailed HtoH combat. (/me adds a question to design doc)
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Post by Tessai on Nov 15, 2001 15:20:39 GMT -5
Hmmm.... Personally, I want some action, but not TOO fast. I am not really a fan of deathmatch, more 2 tewam combat . If you ever played Half-Life, I played the hell outta TFC, because it was teams, yet still fast. Thats kind of the speed I'd like in CAZ... just a little slower than sam . As for the melee, I haven't played Thief, so I have no cluse how it works. I would kind of rather a few quick slashes and its all over, like if the knife did 40 dammage
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Post by dna on Nov 15, 2001 20:45:45 GMT -5
It's actually not too different from just regular sam knife attacks - the difference is mainly in the animation. If your crosshair is to the left of the target, the (sword) stroke comes from the left. Crosshair to the right makes the stroke start on the right. If it's centered, it's a mighty overhead stroke. The power of the stroke is dependent on how long you hold the fire button down. Thus, a quick jab of the button produces a quick jab. Hold down the button and you watch the sword pull back for a big swipe. In Thief it pretty much only effected the weapon hand animations (no DM) but in a DM environment it could have an effect on parrying and dodging (could dodge right into the stroke etc etc). Anyway, just a thought. Another observation is that mecha melee weapons are usually pretty powerful (that's why they have them). A few swipes should be sufficient to take out a mecha most of the time. But the ability to parry would bring actual melee combat to the game.
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Post by Darkelfv on Nov 16, 2001 7:22:20 GMT -5
Melee System
Phooy on Theif, I liked the game but saying that the melee was a hoot is a big lie. I am one of the better players at a game called Rune. If you dont know what rune is then go get the demo, (seriously) . I am sure you will be sceptical too at first. However There is so much skill involed once you figure things out that the game at first seemingly simple , turns out ot be a amazing complex and skill needed game. Let me explain there system of combat and the reason its better, AND EASier TO CODE!!!!!!!!!!!!!!!!!!!!!. Strikes are done like the knife in serious sam Except they have a movement varible. so moving foward does a three hit combo (have to click three times in a row) back ward does a sort of defensive yet effective blow. sideways does a side chop, And the awe powerful foward jumping attack, usaly spins and does a heavy damage blow, like with the scimatar (aka Dwarf work sword) You will chop there heads OFFF, slice plop!!!!!!
To add to the mix they give you a shiled, with secondary fire you can hold this shield out in front of you and block hits. Yes the shield can break. but you can't attack while holding the shild out in front of you. However if the shield is resting at your side and someone hits it ( directed at your arm) the sheild will take the blow.
This method allows for a fun fast past melee system with alot easier to code method. Plus Allows us to add skill in to the mix instead of just cliking away mady and killing everyone. (you can still do that but a l33t player will have your head.
There are Two issues with this however in the codeing 1. Collisions - shield and weapon collides with enemys wepon sheild and does not do damage except to sheild. This might be a little harder to impliment in the SE code. however there are ways around it. 2. In rune if you hit there head with the right blow there head pops off. and same with there arms. this is a nice feature. But will be hard to implement.
The way we could do it is the differnt types of attacks have differnt ranges that way there is still a strategy to it. so like your moving foward would be a powerfull hit at medium range and a back movement would be more powerful but not as much chance of hitting them, forward jumping move would be extremly powerfull,, and give lots of distance. however if they turn and head backwards and attack , if they hit you while in the air , it would be devestating to the guy jumping.
As shields are conserned, the code could be set up like this. if you have your shiled off it doesnt do any good, but if you have it on , it protects your front only, yet you can't attack. this way would be easy to code. I not for sure if its at your side how easy it would be to still work.
Consider these ideas please and tell me what you think.
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Post by Tessai on Nov 16, 2001 14:34:00 GMT -5
I like your idea, DE, its nice ans simple . On the other hand, I'm wondering if we could get the parrying like dna was talking about. I believe it could be done once SKA comes out. I'm not sure, but most, if not all, games with skeletal animation also have some sort of "If bone1 hits bone2 then....." thing. I'm not completely sure, and I'm assuming that Sam would have the same thing. What do you think, IIC?
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Post by dna on Nov 17, 2001 8:20:41 GMT -5
Phooy on Theif, I liked the game but saying that the melee was a hoot is a big lie. <Ouch!> Yup, I went and d/l'd the demo and it seems like a decent game but not one I'll really get into 'cause of the 3rd person thing - same reason I never got into Heretic II (which actually sems to have a better melee system - IMHO But then again, I admit I haven't played Rune very much.). I'm wondering why all the better melee systems always seem to go to the 3rd person games but all the FPS always get the simplified systems. Doom, Quake, Halflife, UT and even SS just have the same melee attack - a kind of whack. Is it some kind of programing issue or is it a gameplay issue? That's why I was pointing to Thief as a better type of melee - it's the best one I've seen that's come out for an FPS. Feel free to point out other examples of different FPS melee systems, 'cause I'd like to try 'em (seriously). Speaking of UT, we need a chainsaw in there somewhere - MECHA SIZED!
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Post by Darkelfv on Nov 18, 2001 3:36:09 GMT -5
well however you like to play 3rd person is better for melee and we can do this with serious same, and then switch back if you want ot shoot someone. or either or, it don't matter. as a matter of fact you can play rune in 1st person
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Post by Serious Grandpa on Nov 18, 2001 5:04:50 GMT -5
I would like to hear music that will constantly pump adrenaline into my body! 8)
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Post by dna on Nov 18, 2001 10:36:52 GMT -5
I would like to constantly pump adreneline into my body. 8) As long as you're going to switch into 3rd person view, why don't you program all the moves from Tekken into the game? Honestly, I'm not gonna play this mod because I can melee in it - I'm gonna play this mod to fly around in my mecha and shoot things with autocannons and swarms of missiles. I figured that was the whole concept of the game and unless you're going to cripple the ranged weapons, I just don't see the point of a complex melee system. As long as I have a little room to run from you, I'll just shoot you instead of grappling. Unless the team is going with different types of mecha with specialialties (which they havn't said either way-design docs?). Then I guess you could make a smaller, harder to hit mecha with increased speeds and able to perform melee moves but decreased ranged weaponry to compensate for it's other advantages... I mean, you're going to have to make me WANT to punch somebody instead of gunning for them. Otherwise...
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Post by SanjiyaN on Nov 18, 2001 19:14:22 GMT -5
I missed all the fun.
Sounds to me that alot of the game is under the magnifying glass here. Either that or are we talking single player stuff??
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