[gameprogrammer] Re: CCRPG[actions]

I think the system has the potential to overwork the gamer, but this could be 
mitigated by providing a decent number of "canned" movements/combinations. If 
you were to give the player the ability to piece together a "Run Forward / 
Jumping Kick" combination, without requiring him to think too much about 
physics, I think it would be fun for most people.

If you also had the more complex layer available for the truly adventurous, 
people might start producing interesting variants - say, fake a roundhouse, 
sweep instead, or even better, start with an axe-kick, follow up with a "run 
away real fast" move. ;)

As long as the players weren't FORCED to micro-manage their own muscles and 
joints, there should be enough fun stuff there to keep most occupied. And as 
long as I can program in my patented Shao-Lin Thumb-in-the-Eye, I'd be happy... 
:)
-Mike
  ----- Original Message ----- 
  From: Charlie Lobo 
  To: gameprogrammer@xxxxxxxxxxxxx 
  Sent: Monday, November 28, 2005 11:15 PM
  Subject: [gameprogrammer] Re: CCRPG[actions]


  Honestly, it does sound like a pain, if I played maybe I would make new 
actions, but then again I find it fun to program, but many don't. Plus it opens 
space for bugs and things seeming to work one way but actually working the 
other way (as Jake already showed). 
  I would prefer that you only have a certain sets of moves with different 
parts, say a leg has step, kick, jump, raise and lower. Walking would be 
right-step, left-step repeat. You could also maybe add unlockable skills by 
doing certain combos, again still giving that sense of freedom, but still 
controlled for simplicity, and giving you more control. 
  I mean, I would hate if I had to think all the things my brain calculates to 
do actions, and even then the brain is pretty ambigous about it (something 
computers don't like is ambiguity), I just think, if I jump with one leg and 
kick with the other, I get a high kick, and sometimes special things happen, 
say the hand has, between it's actions, block and attack, well if I block first 
with my shield, then I attack, I get a pretty good hit, especially if I do it 
between actions. 
  Also with simplistic actions you can solve what happens when you move from a 
certain move to another, say you have a kick action, and a stand_on_one_leg 
action, what if I stand on one leg and kick? The easiest and most human 
solution would be stop, stand still, then kick; but with a more open action 
sistem, you could just do the next thing, if a combo is done then a combo is 
done, it's simpler to handle and predict, and it feels smoother, if you want to 
stop, then you stop and do your action. Oh and maybe you could consider the 
using of keyboard in skills as well, even in B&W I used the keyboard every so 
much because it's so much more faster, but if the battle is turn style (which I 
think it is) then I see no problem. 

  You shouldn't think so much about how hard it is to program, if you truly 
want it you can do it with 0s and 1s, but still it should matter if it'll be 
fun for everyone to play it (I think you'll want others playing it later on). 

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