[gameprogrammer] Re: CCRPG[actions]
- From: Craig Chambers <reym_camroth@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 29 Nov 2005 18:24:22 -0800 (PST)
Mike Gillissie <Niyoto@xxxxxxxxxx> wrote: 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).
one of the things in the edito would be to have the computer work out the
physics of the moves so that kind of solves one problem.
about the 'canned' moves or combos, the character will start out with quite a
few, enough that the character is playable straight from the start by people
who don't want to program their own moves, and will probably have a tutorial (a
SHORT one, i hate really long tuorials) about using the gesture editor.
good idea about the different options for different parts, i'll try to develop
that idea and see what i come up with. the different body parts could have the
option of different actions, eg i don't think i can think of a crafting skill
that uses the legs (well i can but it's pretty obscure). as i said basic moving
stuff that almost everybody can do would already be available at the start, so
having to program walking and running etc. is not an issue.
can you guys think of a list of 'basic actions' that the character would need
to function? i want to see if i've missed any. the way it stands now, i think i
have about 100 or so basic moves that cover most things. i'll post a list of
the groups of actions but the most basic ones would of course be: movement,
combat, and communication (and subtefuge?). magic could also be included here
but i'm not sure if i want all people to start being able to cast spells or not.
thanks for your suggestions, i'll try to keep up with posting but next week
i'm going to a conference, so i'll be out of the loop for a few days.
Craig
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- References:
- [gameprogrammer] Re: CCRPG[actions]
- From: Mike Gillissie
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- [gameprogrammer] Re: CCRPG[actions]
- From: Mike Gillissie