Taijutsu accuracy
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Re: Taijutsu accuracy
We could also maybe implement taijutsu if we can make an easy to use rig system for players. They could choose where the damage comes from. Maybe also the more skilled you are at taijutsu, you could make more complicated techniques and longer ones with the same rig system. Im guessing that some people would make some innapropriate attacks, but compared to the number of people that would be playing the game, that would be only a small amount of players(1% idk). This would be great if people get bored of just plain kicks and punches and preset combos. I dont believe it wouuld be too hard to implement a small rig system like this.
Zikara- Academy Student
- Posts : 11
Join date : 2008-08-31
Location : Leaf Village
Re: Taijutsu accuracy
I really didn't think this deserved a topic, and since it has to do with jutsu, i thought it would fit well in here. I say we allow players to choose their chakra color. Very simple, and yet it would make players very happy.
Zikara- Academy Student
- Posts : 11
Join date : 2008-08-31
Location : Leaf Village
Re: Taijutsu accuracy
Hit boxes are what some games have used..I think with Havok collision data is dealt with automatically (we'll be using ragdolls) and we can hook code into events like when characters' legs are hit.. that would have a different effect to their arms being hit.
Also yeah, anyone that can use the animation tool (we don't have one out yet but it's done, it requires 3dsmax installed on your pc though) can make animations. We'll have to hand-pick/vote on the best ones
Also yeah, anyone that can use the animation tool (we don't have one out yet but it's done, it requires 3dsmax installed on your pc though) can make animations. We'll have to hand-pick/vote on the best ones
Re: Taijutsu accuracy
Zikara wrote:We could also maybe implement taijutsu if we can make an easy to use rig system for players. They could choose where the damage comes from. Maybe also the more skilled you are at taijutsu, you could make more complicated techniques and longer ones with the same rig system. Im guessing that some people would make some innapropriate attacks, but compared to the number of people that would be playing the game, that would be only a small amount of players(1% idk). This would be great if people get bored of just plain kicks and punches and preset combos. I dont believe it wouuld be too hard to implement a small rig system like this.
im curious what you mean by small rig? And as for the preset combos I would have to agree that that would get boring easily especially if its a click on an icon and the move is performed automaically (ex is a slash from guild wars, you have to be within range, but then your character slashes and you have to wait to reuse the icon after it refills).
Personnaly I think that there needs to be a more interactive taijutsu fighting style. (i may have posted what im about to say here previously some where else but Since this is a similar topic then i might as well post my opinion) You would have to agree that faced paced hand to hand combat plays a big part in the Naruto world, so it should be incorporated into the game. I think that we should some how incorparate the fighting style of Mortal Kombat into the game. What I mean is to have buttons for punching and kicking, blocking and grabing. This will help to pull of taijutsu combo moves such as the Lotus, although I think that you have to learn from an NPC or read some sort of manual to learn a taijutsu combo moves, so you can just go into a fight and start pulling off wicked combos that you have never learned.
Problem is we are using a mouse and a key board, as where most fighting games are played with controlers. So if we take away the controller, we are left with a keyboard and a mouse. Now I think that the best way to get more fast paced taijutsu fighting is to use the number pad. (this is also why I like using handseals with the number pad, and if we get more of a stationary camera view that moves with you, then you wouldnt have to keep your hand on the mouse to turn your camera position, and it would almost make the mouse obsolete- unless you go with the mouse pupett ninjutsu idea i had.)
so what if we used the number pad like this
4 - left punch 5 - right punch 6 - high block
1- left kick 2 - right kick 3 - low block
so using those keys and A,S,D,W as your movement keys, you can pull off taijutsu moves. This would defeniatley make this a fast paced game.
So now you would have the pasic punching and kicking skills, so when you start off, pushing those buttons makes you only do that movement, but as you gain experience, and depending on how you learn new ninjutsu, say you go to a NPC teacher and he teachs you a combo move, called "blow back" and to pull off the move you have to do this;
W+4,5,4,4,5 - so you would have to be pushing towards your enemy and doing this combo would make your character punch left, then right then left, then pushing 4 again makes him shoot behind your oppenent, and the does a wind up uppercut with his right hand. and it sends your oppenent flying in the air. I think that if you have ever played Mortal Kombat and/or other fighting style games, you know that you push in a combination on the control and it performs a move, thats what Im trying to explain.
This method would keep the ball rolling in the game, and it would be super sweet, it would be incorpating a MMO with Fighting style gameplay, it would be surreal. But I dont know if that is even possible to do.
Rev54- Jounin
- Posts : 179
Join date : 2008-09-10
Age : 38
Re: Taijutsu accuracy
Rev54 wrote:and to pull off the move you have to do this;
W+4,5,4,4,5 - so you would have to be pushing towards your enemy and doing this combo would make your character punch left, then right then left, then pushing 4 again makes him shoot behind your oppenent, and the does a wind up uppercut with his right hand. and it sends your oppenent flying in the air. I think that if you have ever played Mortal Kombat and/or other fighting style games, you know that you push in a combination on the control and it performs a move, thats what Im trying to explain.
This method would keep the ball rolling in the game, and it would be super sweet, it would be incorpating a MMO with Fighting style gameplay, it would be surreal. But I dont know if that is even possible to do.
Ofcourse it's possible I was thinking we could have an even more complicated input system, so say you can do a set of attacks Kick Punch Punch Punch Kick
It wouldn't matter what kind of attacks those were: Kick could be a fast or strong kick, as long as it lets you chain to another attack. Certain moves you can learn would only be effective if you made the whole move fast enough, and caused a certain amount of damage (then you get a bonus damage for doing it).
So that makes it much more flexible..certain attacks are accurate, some strong, and some fast. So now the question is, how to handle that variety?
Maybe we could make the input system complex too, by extending that idea of a direction + an attack key, for each attack in the chain, so it could go like this:
fast sweeping kick (low, left/A), fast jab (middle, forward/W), strong punch (high, right/D) * 2, roundhouse kick (high, forward/W)
= low kick, middle punch, high punch, high punch, high kick
= Kick Punch Punch Punch Kick
Similarly, this could work:
heel kick (low, left/A), heel kick (middle, right/D), medium punch (middle, forward/W), fast jab (high, left/A), uppercut (high, forward/W), crescent kick (high, left/A)
= low kick, middle kick, middle punch, high punch, high punch, high kick
= Kick Kick Punch Punch Punch Kick
The first attack's time wouldn't count. All that matters is you completed a move, and as long as the attacks link together within certain small timeframes, the move is valid. So you get a bonus damage and maybe other effects, like added stamina taken from your target, if it's an attack that knocks the wind out of your opponent.
On to how this would technically work:
Attacks are stored in a queue / stack in memory, with the capacity to store the longest number of attacks required in any one move. After each attack, it is added to the queue [and another attack is removed from the other end] and the queue of attacks is checked to find a pattern that matches a preset (like KPPPK as above) to see whether you performed a move. If you have, those attacks are removed from memory because none of them can count towards another move, and the move logic [code] is executed. Only one check is needed, because you can't perform 2 moves at once.
Re: Taijutsu accuracy
Rev54 wrote:Perfect!
Is my middle name
Ah yea, forgot to add, more advanced moves will be more specific. So HighPunch rather than Punch for example.
Anyone want to make up some basic moves/combos we can start with ?
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