Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 17 Oct 2014 12:40 PM |
Mouse gesture-based sword fighting.
You "aim" with your mouse. Small and sudden mouse movements will "slice" the sword in the direction that the mouse moved in. Faster movements do less damage than slower movements to prevent gesture spamming and to encourage more accurate gestures. This will introduce a concept of direct player-controlled aim that swords currently lack (aiming is roundabout at the moment and involves having to move the character, which in turn moves the sword).
Gestures can also be hooked up to blocking, parrying, and lunging.
Make it happen. You'll have the best sword clan out there; one that isn't as boring and bland. |
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| 17 Oct 2014 12:42 PM |
| that sounds over complicated and the lower damage attack would still absolutely be spammed |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 17 Oct 2014 12:43 PM |
@Pyro
The way I'm picturing it is pretty similar to gunfighting, without much range. With aim you can actually have some sort of "skill" differentiating players more rather than the usual luck-based tie. |
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| 17 Oct 2014 12:46 PM |
Have you seen that sword that sort of follows your mouse? It still slashes/lunges like the current sword but you can aim it.
Its all weird though, you can aim it through your torso and stuff. It doesn't change how you sword fight at all it just makes it more clumsy and makes you take fighting less seriously. I am picturing something like that but I may be misinterpreting your idea. |
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| 17 Oct 2014 12:47 PM |
| Better description; your arm thats holding the sword follows the mouse* |
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K1E
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| Joined: 02 Nov 2013 |
| Total Posts: 8552 |
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| 17 Oct 2014 12:47 PM |
i don't like the idea of the mouse movements making attacks
maybe clicking |
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Unclear
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| Joined: 27 Aug 2011 |
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| 17 Oct 2014 12:49 PM |
@Pyro
Yeah, of course that won't work because it looks goofy. I was thinking more of rounding mouse angles to certain degrees and having custom animations based upon that specific angle, the magnitude of which can be varied with the vector drawn by the mouse movement.
It wouldn't be difficult to program.
With more freedom, though, there runs a bigger risk of the sword blocking the screen and becoming annoying, which can probably be remedied by raising the camera or coding animations so that the sword doesn't interfere as much, both very doable tasks. |
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bukra
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| Joined: 08 Feb 2013 |
| Total Posts: 791 |
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| 17 Oct 2014 12:51 PM |
| Sounds complicated but would definitely be a cool concept. |
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| 17 Oct 2014 12:51 PM |
| I'd generally like nidhogg style sword mechanics and concepts.. |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 17 Oct 2014 12:52 PM |
@bukra
Complicated to script? Yes, in comparison to the LinkedSword. Complicated to use? Probably not, in fact it would be far more intuitive. |
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| 17 Oct 2014 12:52 PM |
In your original post did you mean moving your mouse makes you slash/attack? For example pulling your mouse violently down your desk would make you do a quick attack?
Because if so thats a really cool idea but how would you counter the camera movements when the mouse inevitably reaches the end of your screen
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 17 Oct 2014 12:54 PM |
@Pyro
Yeah that's what I meant. You're right though, but perhaps there could be a certain camera lock/unlock key which will "lock" your up/down camera rotation so fighting is more manageable (can pair this with a TextLabel with Modal enabled and you have a freed mouse in first person, or use UserInputService). |
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| 17 Oct 2014 12:55 PM |
That might be very awkward to use because of how roblox is. Maybe they should do combo based sword combat? Where the longer the sequence of keys the more the attack will do.
And yes, that is how my magic will be used for TRICON, but I'm sure it would work fine with sword combat. |
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| 17 Oct 2014 12:55 PM |
| Or the sword cursor can put you in a camera mode similar to Mouse lock minus the movement of course. Typing that out and thinking about it actually sounds weird to me now though.. |
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Unclear
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| Joined: 27 Aug 2011 |
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| 17 Oct 2014 12:57 PM |
@Nuclear
key-spamming doesn't sound very appealing and feels a bit restrictive
the point is to incorporate direct aim input from the player; it's what swords are lacking and its what makes them sort of dull |
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chawlie
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| Joined: 07 Feb 2013 |
| Total Posts: 18181 |
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| 17 Oct 2014 12:57 PM |
| too bad sword clan development is nonexistent |
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| 17 Oct 2014 12:57 PM |
sort of like fruit ninja?
or maybe like osu! if you've ever played that?
ˢᵒ ᵖˡᵉᵃˢᵉ ᵈᵒᶰ'ᵗ ˢᶜʳᵉᵃᵐ ʷʰᵉʳᵉ ʷᵉ ᵗᵃᵏᵉ ʸᵒᵘ; ᵗʰᵉ ʷᵒʳˡᵈ ᶤˢ ᵠᵘᶤᵉᵗ ʰᵉʳᵉˑ |
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| 17 Oct 2014 12:58 PM |
| hey chas nice hat you're original x333 |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 17 Oct 2014 12:58 PM |
@william
yeah sort of like you would play a touch-based game
the game mechanic inspiration im thinking of is infinity blade |
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| 17 Oct 2014 01:00 PM |
| Fruit Ninja players will be amazing. |
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| 17 Oct 2014 01:01 PM |
because that worked so well for every other similar game
COUGH ZELDA SKYWARD SWORD COUGH
-{===>SS |
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| 17 Oct 2014 01:01 PM |
| Silent did you respond to VOID's declaration of war |
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| 17 Oct 2014 01:02 PM |
skyward sword was amazing what are you talking about silent
ˢᵒ ᵖˡᵉᵃˢᵉ ᵈᵒᶰ'ᵗ ˢᶜʳᵉᵃᵐ ʷʰᵉʳᵉ ʷᵉ ᵗᵃᵏᵉ ʸᵒᵘ; ᵗʰᵉ ʷᵒʳˡᵈ ᶤˢ ᵠᵘᶤᵉᵗ ʰᵉʳᵉˑ |
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