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Delay
Feb 6, 2005 11:50:52 GMT -5
Post by Tinbok on Feb 6, 2005 11:50:52 GMT -5
My brother Kifk (welcome ;D) suggested that since I'm using a RTBS, I should have delay on weapons that I use. So far things are working out pretty good. My list so far is this: _________________Delays_________________ Swords: 10F (between swings) Axes: 30F Foils (rapiers): 5F Spears: 13F Maces: 24F ____________________________________________ I'll add more but basically, between each swing it will take some time to regenerate. So if you swung an axe, you'd have to wait about a second before you can swing again. So, what do you guys think? In my opinion I think it's pretty cool. Especially since everything works so far. ;D
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Deleted
Deleted Member
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Delay
Feb 6, 2005 14:47:59 GMT -5
Post by Deleted on Feb 6, 2005 14:47:59 GMT -5
That sounds good, but I'm no RTBS creator. I know Nash did something like this too, so his response to this should be enlightening.
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Delay
Feb 6, 2005 14:54:08 GMT -5
Post by Tinbok on Feb 6, 2005 14:54:08 GMT -5
Yeah. ;D
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Delay
Feb 6, 2005 19:17:11 GMT -5
Post by Dungeon Warden on Feb 6, 2005 19:17:11 GMT -5
Hey, Tinbok - I like the cool video running in your avatar spot. I think a small delay is fine - especially with heavier weapons requiring a long delay and light weapons having a short one. People who like to button mash can use the light weapons while more strategic players can use the heavier ones. Nice idea.
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Delay
Feb 6, 2005 20:27:23 GMT -5
Post by Tinbok on Feb 6, 2005 20:27:23 GMT -5
Yeah, I love that video too. Just put a new one up. I liked the way it turned out, looks like he's actually swinging. Anyways, yeah, it was more of my bro's idea.
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Delay
Feb 6, 2005 20:42:47 GMT -5
Post by KingSpoom on Feb 6, 2005 20:42:47 GMT -5
I dunno... I never thought as maces being that heavy... maybe if you miss it delays that long, but if you hit it would work better. Heh... complicated.
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Delay
Feb 6, 2005 20:46:19 GMT -5
Post by Tinbok on Feb 6, 2005 20:46:19 GMT -5
Well, I can't really say... I've never actually held a mace before. DW, didn't you say you were in a Medieval History Society in which you held and used weapons? If you've held a mace, is it difficult to carry?
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Delay
Feb 6, 2005 21:19:45 GMT -5
Post by christi on Feb 6, 2005 21:19:45 GMT -5
Hm... if you were to go with what DW suggested (with heavier weapons having more of a delay than lighter weapons), you may want to make the heavier weapons have a slightly more powerful attack. Just a thought... it sounds like a cool idea.
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Delay
Feb 6, 2005 21:24:59 GMT -5
Post by Tinbok on Feb 6, 2005 21:24:59 GMT -5
Yeah, that's what I planned from the start. The axes are probably the heaviest of them all, but also the strongest. I was thinking also of having armor slowing you down as well. Not by much but enough to make it feel realistic. Since breastplates are so heavy, I would like to make them have a little moving penalty. I'm not sure how I'd go about it yet. I'll think more about it later though.
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Delay
Feb 6, 2005 21:46:01 GMT -5
Post by Dungeon Warden on Feb 6, 2005 21:46:01 GMT -5
Yes, Maces are very top heavy and hard to swing. There is the possiblity of bouncing off the armor and getting a second swing more quickly, but your aim will be off and it can be very hard on your arm to correct it.
There are different size maces, some being lighter then others, but then the light ones would do less damage as well.
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Delay
Feb 6, 2005 21:53:04 GMT -5
Post by Tinbok on Feb 6, 2005 21:53:04 GMT -5
Yeah, thanks for the info DW! ;D (I am not worthy, I am not worthy, I am not worthy...)
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Delay
Feb 6, 2005 21:59:04 GMT -5
Post by christi on Feb 6, 2005 21:59:04 GMT -5
Sounds like you've got it pretty well planned out, Tinbok. Touches of realism like this will add a lot to your gameplay, I'm sure. (Is it an oxymoron to say that realism is good in fantasy-type games? Hm... oh well.)
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Delay
Feb 6, 2005 22:01:56 GMT -5
Post by Tinbok on Feb 6, 2005 22:01:56 GMT -5
Well, besides the whole concept of magic, wizards, and all that hoo-hah. I'd say my game is gonna be pretty realistic.
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Delay
Feb 6, 2005 22:12:40 GMT -5
Post by Aaron on Feb 6, 2005 22:12:40 GMT -5
Just a thought, but I think your delays are a little too short. I doubt that a person could swing a battle axe once per second, thrust a spear nearly three times a second, etc. you might want to increase the delays so the player can really sense them, an example would be that the player can swing the axe one time every 90 frames to give it a more realistic feel. Just a suggestion.
Good luck.
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Delay
Feb 6, 2005 22:19:25 GMT -5
Post by Tinbok on Feb 6, 2005 22:19:25 GMT -5
I thought about this. However, it would be very annoying to be swinging an axe and waiting 3-5 seconds between each swing. Especially in an intense battle. I know it's somewhat unrealistic, but I doubt people would want to have anything to do with my game if it took too long to swing a weapon.
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Delay
Feb 6, 2005 22:29:10 GMT -5
Post by Aaron on Feb 6, 2005 22:29:10 GMT -5
Not if you made one swing of the axe powerful as hell. I think that no one will really notice that they can swing a rapier in half the time of a regular sword; a third of a second versus a sixth of a second is way too small for the human brain/eye to detect. All of your weapons will seem like the same one except for the damage inflicted by them.
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Delay
Feb 6, 2005 22:31:32 GMT -5
Post by Tinbok on Feb 6, 2005 22:31:32 GMT -5
Eh, well it is just a game lol. ;D I'm really lazy, I may change the axe thing. Changing delays aren't really hard at all.
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Delay
Feb 6, 2005 22:38:29 GMT -5
Post by Aaron on Feb 6, 2005 22:38:29 GMT -5
Heh, I guess I'm just turning into one of those annoying realism nazis....
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Delay
Feb 6, 2005 22:39:31 GMT -5
Post by Tinbok on Feb 6, 2005 22:39:31 GMT -5
Lol, nah. I'm the exact same way. Especially with spelling. ;D
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Delay
Feb 6, 2005 22:44:52 GMT -5
Post by tigger on Feb 6, 2005 22:44:52 GMT -5
I like the idea of time waiting for different weapons, cool
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Delay
Feb 6, 2005 22:46:26 GMT -5
Post by Tinbok on Feb 6, 2005 22:46:26 GMT -5
It was mostly my bro's idea, but I'll gladly take the credit. (mua hahaha....)
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Delay
Feb 7, 2005 2:59:07 GMT -5
Post by Doan the Nado on Feb 7, 2005 2:59:07 GMT -5
Definitely cool, and the realism of different delay times is appreciated (even if the player can still swing an axe once per second ).
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Delay
Feb 7, 2005 16:45:49 GMT -5
Post by Tinbok on Feb 7, 2005 16:45:49 GMT -5
Bah! Lol. ;D Yeah, I loved the idea. I hope I can get the whole armor idea working too. That would be pretty awesome.
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Delay
Feb 7, 2005 16:56:15 GMT -5
Post by Dungeon Warden on Feb 7, 2005 16:56:15 GMT -5
I think that as long as you made it clear what is going on, a three second delay for the battle axe might be fine. To make it more realistic you should have the animation of the axe take 2-3 seconds so that the player can see the time it takes to swing and reset the axe for the next swing. Where it gets annoying is when the axe swings, resets, and then just sits there waiting for some timer to end before the player can swing again.
Actually, fantasy needs to be more realistic than most other types of story telling because you need people to suspend their disbelief. The player needs to feel that the world you built could actually exsist in some alternate universe. If things are unbelieveable or don't make sense logically, people tend to get upset and look elseware for their entertainment. Note that what is unbelieveable is a factor of presentation not reality. For example, a flying castle can be very believeable in one story, while an elephant the size of a dog might be unbelieveable in another. It's all about allowing the player to understand how the world works and how things are set up.
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Deleted
Deleted Member
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Delay
Feb 7, 2005 19:19:09 GMT -5
Post by Deleted on Feb 7, 2005 19:19:09 GMT -5
DW said it right. It shouldn't be that the player has to wait 1-3 seconds in between each axe attack but that the axe attack should take longer to finish and deal damage.
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