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Hand wielded Attack mode #182523
02/07/08 09:18
02/07/08 09:18
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

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Joined: Mar 2003
Posts: 4,264
Wellington
Its coming on time for me to attempt a new look and feel to first person/third person perspective combat, one that I havn't seen yet but think that its way past time it was utilised and that is to script and animate 'Real term' close combat where blocks actually halt an attacking animated sequence as would happen in real life and strikes would not only stop when striking bodies or objects but require a withdrawl and attack sequence to recommence (hope I am getting this acroos right), sort of jump back and assess then re-engage type of thing.

I dont think this would be too difficult at all, just time consuming but has any one come across a game where this method for simulating a real world effect for the look and feel of a close combat type game is implemented.?

Secondly, has anyone actually attempted this?

Thirdly, how would you approach such a subject?

Re: Hand wielded Attack mode [Re: Nems] #182524
02/07/08 13:39
02/07/08 13:39
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
Firstly; I don't know any real sources, but try looking in gamedev.net

Secondly; Haven't attempted, but I have to soon. Not soon enough to claim of trying.

Thirdly;

First person- I'd add lower part of the body (possibly all the way to the shoulders below the 'eyes' so I can simulate damages and give more "dynamic" feel by forcing the slow head movement and Sony's RTWS (Real Time Weapon Swapping) with animations. As for them (animations) I'd use bones that react impact.

Third person - Bones that react to dynamics, RTWS, Move the head and body when changing the camera's orientation and add slight darken to the areas the player isn't supposed to see (just darken, not full black, that'd be annoying)


"Yesterday was once today's tomorrow."
Re: Hand wielded Attack mode [Re: Inestical] #182525
02/09/08 07:45
02/09/08 07:45
Joined: Jan 2006
Posts: 121
Lithuania
3DRichard Offline
Member
3DRichard  Offline
Member

Joined: Jan 2006
Posts: 121
Lithuania
Nems i think that similar type of fighting is used in game called Mount&Blade
you can download and test it from here http://taleworlds.com

Re: Hand wielded Attack mode [Re: 3DRichard] #182526
02/09/08 16:08
02/09/08 16:08
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

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Joined: Mar 2003
Posts: 4,264
Wellington
Thanks 3DRichard, will check it out asap

Re: Hand wielded Attack mode [Re: Nems] #182527
02/18/08 05:14
02/18/08 05:14
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline
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Gumby22don  Offline
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Joined: Oct 2006
Posts: 175
Yeah - I definately would check M&B - Great game, and interesting development with free release and cheap purchase pre-final versions.

On your idea, I'd try for a dual-location kept for each bone, where _aim_ is the animation and other movement's intended destination, and _actual_ is the current location, moved quickly (and slightly) through action dynamics, and the _actual_ continually tries to catch up to _aim_.

That's where I'd start - let us know how you go.

Don
have a great day

Re: Hand wielded Attack mode [Re: Gumby22don] #182528
02/19/08 21:54
02/19/08 21:54
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline OP

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Nems  Offline OP

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Joined: Mar 2003
Posts: 4,264
Wellington
I havn't tried bone anim in-game yet and dont know if I want to, its way beyond me

I''m thinking more of animation cycles that can be stopped and blended into other animation cycles like...
1. Enemy strikes in downward motion aiming for head
2. Player blocks with side swipe
result...
a. enemy motion ceases downward strike at poly collision/normal or intersect point then blends to reverse strike, side/up motion in reverse to produce a likely physical reaction from mass impact to deflection.
b. player stops sideswipe motion and plays 'bounce' from a small reversed lateral swipe strike.

The same would be true for bodily contact from weapon strikes.

Here the issue is constructing animations for optimised performance and probably utilising vertex 'area' calls to determine which animation to play.

Again the real problem here is 'user controls' in that special key sequences would have to be built to employ strike and block actions.

Body strikes would not need special keys for reactions, just the right animation called at the right time.


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