[gameprogrammer] Re: CCRPG[actions]
- From: Craig Chambers <reym_camroth@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 29 Nov 2005 17:31:02 -0800 (PST)
Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx> wrote: What happens with things like
walking, and incorporating these atomic actions? If the character is running,
then you activate the "bend hip" action, so that the players leg is pointed
straight out perpendicular to his direction of travel? Will the character fall
over, or will the character stop dead in its tracks and perform said hip
bending action?
I suppose you could make running a set of actions that the character already
has, and you could combine them on the fly.... I think it would be really cool
if you were running towards an enemy, and you did the "kick" action (which
would be some combination of the atomic "bend" hip to 90 degrees action, "bend"
knee to 0 degrees) and the enemys damage
will be calculated from the momentum etc.... Oh man, and if you missed, the
character would fall flat on their face! Or maybe do the splits :)
Even just moving one leg top certain positions would required moving the other
leg to compensate, otherwise a stationary person would fall over....
these are some of the problems that i have thought about and i can partly
answer them by discussing how actions are learnt.
take the running kick....
why would a character perform that move if he/she has never seen another
person perform the move? it's not a normal move and it requires some practice
to get it right anyway. if the person practices the move then they will ususlly
start with a smaller jump/kick combination. I can just see all the martial
artists out there screeming and saying "so how does my character learn how to
do a jump kick?" well if we wanted to learn how to do something like that, we
would usually first go and get trained!!!! an untrained person who tries to
perform a martial arts move is more likely to hurt themselves rather than their
opponent, don't you agree?
the other option to training would be to build up your own moves to the point
where you could combine two moves to form a move that is a jump kick. this
method requires a lot more time oon the characters, and players, part, but
would mean that the player now has a huge array of different moves to choose
from because they have gone through and "trained themselves" up to that point.
as i said, the editor would allow players to 'combine' different moves as
well. i'll give a simple example.
everyone knows how to swing their arm to punch someone, maybe not effectively
but they can do it. everybody also knows how to twist their body from side to
side. with the combine option, a player could click the two actions 'swing' and
'twist', click the combine button and the computer could come up with a move
that would create a harder swing (more momentum). the actions would start and
finish at the same time and the computer could figure out where the fist is in
relation to things, how fast the fist is going and therefore the damage that
the punch would cause.
considering the running jump kick, the kick action is actually performed
towards the end of the jump action, so this would probably be considered a
sequence. run-jump-kick the jump-kick section would be a combined move.
in the editor, the character would have the option of when the actions start
and finish in relation to the other action.
so if the jump goes 1-2-3-4 in time then we could start the kick at perhaps 2
and finish it at 3 (remeber that we would like an option to land to avoid those
nasty splits) ;)
how does that sound? of course when first starting a player may forget about
the landing and you would have people falling flat on their face etc.
training is a different story. teachers of fighting (or of any other skill for
that matter) will have moves that they can teach the characters. remeber that
training takes time, time is money, and that each character will have their own
rate at wwhich they learn/develop skills/actions.
ok now down to the atomic moves that were discussed. i'm about to make a
comment that might provoke some controversy. Nowhere in human movement does a
person move one part of the body in isolation to all other parts of the body.
even moving a finger in aparent isolation requires us to use the balancing
muscles and different combinations of muscles to 1. keep the other fingers at
the same place and also 2. to kepp the wrist from moving to compensate for the
movement.
the idea is that different movements work in sync with each other to keep a
balance. this is the bodies natural function and i hope i can incorporate that
into the editor to make it more simple for the characters to create their own
moves.
ok, i'm goin to have to stop there, got some work to do. i'll try and continue
tomorrow.
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- Follow-Ups:
- [gameprogrammer] Re: CCRPG[actions]
- From: Charlie Lobo
- References:
- [gameprogrammer] Re: CCRPG[actions]
- From: Jake Briggs
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- [gameprogrammer] Re: CCRPG[actions]
- From: Charlie Lobo
- [gameprogrammer] Re: CCRPG[actions]
- From: Jake Briggs