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3/09/09 12:03:09 AM#21
Originally posted by CactusmanX
This is also a very, very good idea. This is what devs should be doing now until the above comes public. ------------------------------ |
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3/09/09 12:51:11 AM#22
Originally posted by ghstwolf I was thinking Eye-Toy. |
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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. |
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3/11/09 5:03:33 AM#24
Originally posted by magiix
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. |
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Originally posted by techlord
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 . |
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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. |
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3/11/09 10:54:15 PM#27
Originally posted by magiix
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. |
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3/11/09 11:00:44 PM#28
Originally posted by erandur
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. |
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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.
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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. 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. |
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3/13/09 7:00:04 AM#31
Originally posted by erandur
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. |
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3/13/09 10:52:50 AM#32
Originally posted by techlord
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. |
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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. |
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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 You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up. |
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3/19/09 2:17:12 AM#35
good old Die By The Sword |
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Originally posted by blotz
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 ^^ |
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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 |
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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. |
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5/12/09 3:15:05 AM#39
Originally posted by artacq A more elaborate description of what I described in post #24. Great minds think alike!
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. |
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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. |
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