Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:611  Guilds:3,080
Members:1,594,025  Online:0
Guests:0  Posts:4,847,118
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
D-F
D&D Online DC Universe DOTA DOTA 2 DUST 514 Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkfall Darkwind: War on Wheels Dawn of Fantasy Dawntide Dead Earth Dead Frontier Deco Online Defiance Deicide Online Dekaron Desert Operations Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Raja Dragon's Call Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Runners Dynastica Dynasty Warriors Online EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eden Eternal Einherjar - The Viking's Blood Elf Online Embers of Caerus Emil Chronicle Online Empire & State Empire Craft EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Ether Fields Ether Saga Online Eudemons Online EuroGangster EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forsaken World Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones Gate To Heavens Gates of Andaron Gatheryn Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Grand Chase Europe Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall Habbo Hotel Haven & Hearth Hedone Helbreath Hellgate Hellgate: London Hello Kitty Online Hero 108: Online Hero Online Hero's Journey HeroSmash Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Holic Online Hostile Space Huxley Illutia Illyriad Immortals USA Imperator Imperian Infinity Infinity Iris Online Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kicks Online King of Kings 3 Kingdom Heroes Kingdom of Drakkar Kingory Kitsu Saga Kiwarriors Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Lands of Hope: Phoenix Edition LastChaos League of Legends - Clash of Fates Legend of Golden Plume Legend of Katha Legend of Mir 3 Legendary Champions Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia Online
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris Terra World Thang Online The 4th Coming The Agency The Chronicle The Chronicles of Spellborn The Elder Scrolls Online The Legend of Ares The Matrix Online The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems There Thrones of Chaos Tibia Tibia Micro Edition Toontown Online Top Speed Torchlight Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War U.B. Funkeys UFO Online Ultima Online Ultima X: Odyssey Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Valkyrie Sky Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos Voyage Century W.E.L.L. Online WAR (Warhammer Online) WYD Global Wakfu War Rock War of 2012 War of Angels War of Legends War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warrior Epic WebLords Wild West Online WildStar WindSlayer 2 Wish Wizard 101 Wizards and Champions Wonder King Wonderland Online World Golf Tour World War II Online World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Tanks World of Warcraft World of Warcraft: Mists of Pandaria World of the Living Dead WorldAlpha Wurm Online Xiah Xsyon YS Online ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online eRepublik

MMORPG.com Discussion Forums

Developers Corner

Developers Corner 

MMORPG Game Concepts  » What about Manipulationg somthing like a sword ? How to ?

3 Pages « 1 2 3 » Search
41 posts found
  Talemire

Apprentice Member

Joined: 5/01/06
Posts: 400

Jesus is Lord.

3/09/09 12:03:09 AM#21
Originally posted by CactusmanX

I wouldn't go the directional route, they never work as well as they sound and usually turn into spastic flailing.  Especially when you have to block in a particular direction, like in MOunt and Blade, it is just easier to dodge.

I would use something simple like using mouse button 1 and mouse button 2 for primary and secondary, ctrl to block, one block fits all, and use the R, F and C keys and the 1,2,3,4 keys for specials or combine shift and any of those keys to add different attacks you can string together in combos

Plays more like fighter at this point but I think you have more control over what you can do this way.

 

This is also a very, very good idea. This is what devs should be doing now until the above comes public.

------------------------------
MMORPGs are great to look forward to after a hard day of work, but heaven is the ultimate reward for those who live Christ-like.

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

3/09/09 12:51:11 AM#22
Originally posted by ghstwolf

IMO precise weapon manipulation pretty much requires a whole new approach to input devices.  That is unless your goal is a "simple" system that uses guards/stances and predetermined swing and strike points from each (still a lot more advanced than most games).

I'm a bit more ambitious than that, I'd look for nearly full locomotive controls.  Think Wii on crack: a gyro on each hand, an elbow angle detector, and a multi-directional shoulder monitor.  That just covers the arms, I'd also want a fairly complex foot pedal assembly that would cover movement and ideally (as much as some people hate the idea) voice recognition for spell casting.

The gyro and elbow detector are fairly simple (largely off the shelf parts fairly simple to design) as would be the fool control (2 4-way pedals on a beam+ a beam angle sensor).  The shoulder is much harder but I'm guessing there is a cleaver person that could handle it (in a comfortable and universal fit manner).  I see Voice recognition as ready today, as long as the "magic words" are distinct from each other (we don't need the game to recognize every word, just spell triggers).

Now the problem is no one would play such a game (no matter how cool the game really was).  All those input devices would be $2-300 to buy (easily), and the nature of the controls would place something of a time limit on how long a play session could be.  It would also add time to "suit up" to the login which again is an annoyance to some.

I was thinking Eye-Toy.

  User Deleted
3/09/09 7:39:37 AM#23

Oooo that would be simple you just need to train your program to reconize two points on a sword and from there you can figure out it's exact position, angle, and whatever.   Then toss in some body position reconization to get those.

Well simple compared to everything else.  

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

3/11/09 5:03:33 AM#24
Originally posted by magiix

How do you can be done a  full manipulation of the sword ??? Go


 

Assuming we're using the good ole keyboard & mouse, I would do it in First Person with mouse/cursor system that allows you to draw out your swords attack/guard path|pattern of motion.

  magiix

Novice Member

Joined: 1/08/09
Posts: 9

You can sleep when you die.

 
3/11/09 9:56:44 AM#25
Originally posted by techlord
Originally posted by magiix

How do you can be done a  full manipulation of the sword ??? Go


 

Assuming we're using the good ole keyboard & mouse, I would do it in First Person with mouse/cursor system that allows you to draw out your swords attack/guard path|pattern of motion.

 

First , Actually i thought about it but still can't imagine the whole image ... Even if it would be hard but good , that would be enough as i think ...

Second , i still don't know how the slow motion would be part of the online game  ... If you are used to kill a monster with 10 secs so actually you wasted 10 secs from the Game day ( say it would be 6 hours )  >>10 secs(real) =  10secs(game) , so in slow motion with 3X you will kill it with 30 secs , so when you go back to the realtime gaming you would have wasted in real 30 secs but should just have wasted 10 secs in the game which isnt ...cuz the game couted 30 secs with the realtime .

  erandur

Novice Member

Joined: 12/17/06
Posts: 728

3/11/09 10:10:00 AM#26

With the Wii? It's not that different from those tennis games. ;) The Wii (like mostl) consoles can't support an MMO though, or not like a PC. So you're likely to get limited to offline rpg's, with quite crappy gfx (the Wii isn't a graphical monster :D), but great gameplay.

Get developing! If you want (to make) a game like that! It should be possible with the current technologies, but will take a long time to get it right. And even longer if you never even did anything like that (no, website design doesn't get close).

You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

3/11/09 10:54:15 PM#27
Originally posted by magiix
Originally posted by techlord
Originally posted by magiix

How do you can be done a  full manipulation of the sword ??? Go


 

Assuming we're using the good ole keyboard & mouse, I would do it in First Person with mouse/cursor system that allows you to draw out your swords attack/guard path|pattern of motion.

 

First , Actually i thought about it but still can't imagine the whole image ... Even if it would be hard but good , that would be enough as i think ...

Second , i still don't know how the slow motion would be part of the online game  ... If you are used to kill a monster with 10 secs so actually you wasted 10 secs from the Game day ( say it would be 6 hours )  >>10 secs(real) =  10secs(game) , so in slow motion with 3X you will kill it with 30 secs , so when you go back to the realtime gaming you would have wasted in real 30 secs but should just have wasted 10 secs in the game which isnt ...cuz the game couted 30 secs with the realtime .

LOL. I'm talking about animation path/pattern of motion for arm-to-sword movement, not, slow motion or bullet time. One could also omit arm/sword animations in favor of fancy particles and texture effects. 

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

3/11/09 11:00:44 PM#28
Originally posted by erandur

With the Wii? It's not that different from those tennis games. ;) The Wii (like mostl) consoles can't support an MMO though, or not like a PC. So you're likely to get limited to offline rpg's, with quite crappy gfx (the Wii isn't a graphical monster :D), but great gameplay.

Get developing! If you want (to make) a game like that! It should be possible with the current technologies, but will take a long time to get it right. And even longer if you never even did anything like that (no, website design doesn't get close).


 

Console-based MMO's are not that far away.  From my perspective, MMOs appear to be the only games keeping `PC` Gaming alive. I would speculate this has more to do with a complex interface requiring a keyboard. Console have keyboards too (I have a bluetooth keyboard for P3). Complex interfaces can be solved with Voice Chat, Voice Commands, and simplified GUIs or other I/O Devices.

In many aspects console I/O devices are more interactive (ie Wii Remote & Nunchuck) which is really disappointing considering the versatility of a PC. Playing Wii Sports with my girlfriend is extremely fun. Wii offers interactive controls and local multiplayer experience that very difficult to find in a PC title. IMHO, it will not be long before consoles start taking over MMOs with better interactivity and local multiplayer features.

  ianonmmorpg

Novice Member

Joined: 4/28/08
Posts: 248

3/12/09 9:51:53 AM#29

Consoles cant beat PCs for versatility, they have the simplicity bonus (and seldom show blue screen) but it will always be easier to 'upgrade' your PC and so gain that little more 'power'.

So why haven't we got Wii controls for our PC? I guess someone has, they just aren't widely available (yet), as soon as they've been built around the copyrights and we've some ported games then we'll be swinging our new mouse around at our PC. Lets face it the Wii is inovative, but is seriously underpowered, the difference between the Wii and PS3 versions of "Force Unleashed" is considerable. With a PC based Wii controller you can run as powerful a game as you can buy a graphics card (etc) to handle.

And a wii style controller would be a nice way of handling a sword.

 

  erandur

Novice Member

Joined: 12/17/06
Posts: 728

3/12/09 11:02:45 AM#30

Consoles still have a long way to go! They claim to have good networking, but it's just not made for networking. I'm just going to give you an example of why it won't work...

Let's say, they are finally able to get decent networking on consoles. Networking -> virusses, there's no doubt about that, everything can have virusses. Don't claim that Macs are failproof, I've seen plenty of macs going down in 20 minutes. ;) So you'll get virusses, malware, possibly even pop-ups while gaming. :D What would you need to solve that? A virus scan, possibly some other software, all the same category.
But, a console with a keyboard, improved networking, virus scanners, etc. Would require it to have some normal memory, instead of just visual memory. Probably a better processor, as RAM is useless without a decent processor. Guess what you'll have in the end? A wannabe computer, which can't be upgraded when it gets old.

Also, Computer games might see a serious boost in performance with DX11. It's still under heavy development, but you'll be able to use your VRAM for normal work, and use your RAM for games (RAM barely gets touched atm). The only Console which might have that, is the Xbox 360 (or by then, 720). And since the current Xbox doesn't even have DX10... And XNA (the most used Xbox development 'platform') doesn't have any plans on going any higher than it is now.... ;)

So don't worry, if DX11 lives up to its expectations, the PC might have its comeback very soon. ;)

You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

3/13/09 7:00:04 AM#31
Originally posted by erandur

Consoles still have a long way to go! They claim to have good networking, but it's just not made for networking. I'm just going to give you an example of why it won't work...

Let's say, they are finally able to get decent networking on consoles. Networking -> virusses, there's no doubt about that, everything can have virusses. Don't claim that Macs are failproof, I've seen plenty of macs going down in 20 minutes. ;) So you'll get virusses, malware, possibly even pop-ups while gaming. :D What would you need to solve that? A virus scan, possibly some other software, all the same category.
But, a console with a keyboard, improved networking, virus scanners, etc. Would require it to have some normal memory, instead of just visual memory. Probably a better processor, as RAM is useless without a decent processor. Guess what you'll have in the end? A wannabe computer, which can't be upgraded when it gets old.

Also, Computer games might see a serious boost in performance with DX11. It's still under heavy development, but you'll be able to use your VRAM for normal work, and use your RAM for games (RAM barely gets touched atm). The only Console which might have that, is the Xbox 360 (or by then, 720). And since the current Xbox doesn't even have DX10... And XNA (the most used Xbox development 'platform') doesn't have any plans on going any higher than it is now.... ;)

So don't worry, if DX11 lives up to its expectations, the PC might have its comeback very soon. ;)


 

Viruses are a possibility. However, just like the hardware and software, development for consoles isnt `opened` like PCs.

For me, as a game developer, the issue isnt PC vs Console, its developing a game for widest audience. I already anticipate a very small niche market developing my MMO for the PC. As the consoles claim more PC gamers, I fear that niche may be reduced to zelch.

  erandur

Novice Member

Joined: 12/17/06
Posts: 728

3/13/09 10:52:50 AM#32
Originally posted by techlord
Originally posted by erandur

Consoles still have a long way to go! They claim to have good networking, but it's just not made for networking. I'm just going to give you an example of why it won't work...

Let's say, they are finally able to get decent networking on consoles. Networking -> virusses, there's no doubt about that, everything can have virusses. Don't claim that Macs are failproof, I've seen plenty of macs going down in 20 minutes. ;) So you'll get virusses, malware, possibly even pop-ups while gaming. :D What would you need to solve that? A virus scan, possibly some other software, all the same category.
But, a console with a keyboard, improved networking, virus scanners, etc. Would require it to have some normal memory, instead of just visual memory. Probably a better processor, as RAM is useless without a decent processor. Guess what you'll have in the end? A wannabe computer, which can't be upgraded when it gets old.

Also, Computer games might see a serious boost in performance with DX11. It's still under heavy development, but you'll be able to use your VRAM for normal work, and use your RAM for games (RAM barely gets touched atm). The only Console which might have that, is the Xbox 360 (or by then, 720). And since the current Xbox doesn't even have DX10... And XNA (the most used Xbox development 'platform') doesn't have any plans on going any higher than it is now.... ;)

So don't worry, if DX11 lives up to its expectations, the PC might have its comeback very soon. ;)


 

Viruses are a possibility. However, just like the hardware and software, development for consoles isnt `opened` like PCs.

For me, as a game developer, the issue isnt PC vs Console, its developing a game for widest audience. I already anticipate a very small niche market developing my MMO for the PC. As the consoles claim more PC gamers, I fear that niche may be reduced to zelch.

You, as a game developer, must have heard of XNA! ;) It's made by Microsoft, and supports both the xbox360 and PC. Publishing the game for PC is free, but requires you to publish it yourself. For the xbox360, MS charges $100/year, so you can upload everything to the Xbox Marketplace. Where all the xbox owners can go, and download/buy your game.

BTW, feel free to PM the link to your MMO project, i'm interested to see how others' work. :) I'm already working on 2 small indie MMORPG's, and I love other people's work. :D

You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

3/17/09 4:44:37 AM#33

Hi erandur,

Yes I'm aware of XNA. However, I've been developing my MMO Server/Client for the past two years with DarkBASIC Pro for Windows. Perhaps, when I complete the DBP Client, I will pursue development of a XNA Client. You can check out my work in progress here. I'm interested in checking out your projects as well.

  erandur

Novice Member

Joined: 12/17/06
Posts: 728

3/17/09 11:50:34 AM#34

I can't recommend XNA, especially not if you're trying to make a PC game. XNA was made for xbox, so using it on PC has 'some' disadvantages. That, and it's goign to get dated quite fast. :) I've heard that it isn't support DX10, and probably won't support DX11.

Anyway, I'll leave that choice up to you, I personally don't really like it, but I did spent €100 on books about it. :) Anyway, I don't have anything to show.. yet. I'm working on an MMO by the same company of fallen2020 ( http://www.fallen2020.com/Index.html ). But I'm working on a fantasy MMO they're making, I find fantasy models easier to make. :D
I already looked at your project a while ago, and I like the concept. :) Although it's always a bit early to say if a game is good/bad untill you played it. ^^
 

You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  blotz

Novice Member

Joined: 6/06/05
Posts: 93

3/19/09 2:17:12 AM#35
  magiix

Novice Member

Joined: 1/08/09
Posts: 9

You can sleep when you die.

 
3/19/09 6:04:30 AM#36
Originally posted by blotz

good old Die By The Sword

www.fileplanet.com/11123/10000/fileinfo/Die-By-The-Sword 

 

I don't know blotz if people would still like to see something like this ( i think not) ... It was good at it's time ^^

  blotz

Novice Member

Joined: 6/06/05
Posts: 93

3/20/09 2:21:05 AM#37

of corse  the game's time is over  ( since many years allready ) ... it is direct x 3 or something

but i have never seen anything with more "controll" over sword movement

as far as i remember you could even record a move and use it  as a special 

  artacq

Novice Member

Joined: 5/05/09
Posts: 20

5/12/09 2:20:25 AM#38

Heres an example of how think of an easy to do weapon manipulation.

Situation: your character is face to face with a single enemy. Both are in a defencive stance. Strafing around each other, looking for a good opening. Your in a first person view (maybe) you press your mouse and draw a few lines on your screen. As you release the mouse button, your character will attempt to follow these lines with his swords. For example your drew a Z. As you execute this more your char will lunge forward and swipe the sword from the left to right, than down diagonally and than sweep the blade from left to right again, but aiming lower. If your enemy was guarding his left (your right) than you probably connected with your hit. If your enemy was ready with a parry you probably failed to make a full Z.

 

This kind of system would probably be quite easy to make. It would give the player some more time to plan their strikes ahead and make sword combat something more than just a mouse-button-mash-fest.

  techlord

Novice Member

Joined: 7/01/04
Posts: 220

The Lazy MMORPFPS Developer.

5/12/09 3:15:05 AM#39
Originally posted by artacq

Heres an example of how think of an easy to do weapon manipulation.

Situation: your character is face to face with a single enemy. Both are in a defencive stance. Strafing around each other, looking for a good opening. Your in a first person view (maybe) you press your mouse and draw a few lines on your screen. As you release the mouse button, your character will attempt to follow these lines with his swords. For example your drew a Z. As you execute this more your char will lunge forward and swipe the sword from the left to right, than down diagonally and than sweep the blade from left to right again, but aiming lower. If your enemy was guarding his left (your right) than you probably connected with your hit. If your enemy was ready with a parry you probably failed to make a full Z.

 

This kind of system would probably be quite easy to make. It would give the player some more time to plan their strikes ahead and make sword combat something more than just a mouse-button-mash-fest.

A more elaborate description of what I described in post #24. Great minds think alike!

 

slashing

Draw Lines (straight & curve) that represent slash/wield strikes. The MB is held down during the `slash` and released upon completion.

 

Other possibilities include:

Draw Paths for movement using freeform, splines, etc. The MB is used to drop waypoints/spline points along the path.
 

Mouse moves Cursor along X/Y. The MB is used to generate a Burst (instant Line Of Sight Damage) or Projectile when pressed/released.

Draw Symbols (Runes) that activate Spells. The MB is held/release to draw symbols. When the symbol is completed (via Digital Character Recognition) then the spell is activated.

  mmoguy43

Spotlight Poster

Joined: 3/31/09
Posts: 1423

5/12/09 4:36:32 PM#40

I like your visual presentation of examples techlord. I'm not sure I can picture what you mean with Blasting, thought. What I'm thinking (in the case of using swords) is to press and hold the attack button while making a swinging motion. When you move the mouse quickly your sword would make a quick swipe but you could also swing slower (holding the mouse button down longer) and make swing stretch forward into the opponent for a more powerful attack. But relating to ballistics of say a cannon you could use the arc of the swing motion and the speed for distance.

3 Pages « 1 2 3 » Search