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Making use of the game level in a melee game
#466529
06/19/17 15:23
06/19/17 15:23
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
OP
Serious User
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OP
Serious User
Joined: Apr 2002
Posts: 1,246
ny
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Hi everyone
What are some ways you can use the environment a little more in a melee action game? In first person shooters, or shooting games in general, the range at which you can engage/affect your enemy is reletively far, moving in and out of cover, flanking and etc, all of which makes you traverse the level.
But in a melee action game, the distance at which you engage in is much smaller. You get up to your enemy, and start swinging/strafing and etc. Im ok with this. But during combat, there really isnt too much reason to move around alot, get behind pillars, go to a certain spot.
What kind of game modes/gameplay ideas can you do to get your players and AI moving around the level? I was thinking of a conquest/domination mode. AI and players move to different flags, stay there to capture it, and if there is an enemy on the same flag, the flag wont be captured.
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Re: Making use of the game level in a melee game
[Re: jumpman]
#466532
06/19/17 17:04
06/19/17 17:04
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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Angle / Position you attack from. Higher places > lower places or jump attacks
Having cool blood effects, animations and hit sounds will make hitting someone a great feeling. If you feel the weapon the game is fun
Last edited by Ch40zzC0d3r; 06/19/17 17:05.
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Re: Making use of the game level in a melee game
[Re: DriftWood]
#466876
07/05/17 11:55
07/05/17 11:55
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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How can I make both player and AI use everything in the scene like this was a Jacky Chan movie ( But avoid the mechanical issues from other games.)
If?! - I have a group of enemies down hill, and I have a collection of "Red barrels" up hill next to my, why can't I kick them down for a boom?
, this is something I am trying to implement in my game but indeed takes alot of work especially with the not-so-good physics system in acknex/gs3d. But its slowly getting there, atleast faster than gs3d updates. Another idea jumpman is to let obstacles stagger attacks from actors/players so timing gets essential too and e.g. stuff like parrying (might wanna take a peak at mount&blade's combat system).
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