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| 22 Apr 2013 09:20 PM |
Do you like Assassin's Creed, feeling disapointed that the good looking Assassin's Creed games on ROBLOX are inactive and the ones that are good are over-shadowed by poorly made copies of each other, well I'm working on a collaboration project with Altair2011(Blacksmith), and Rashiel123(Scripter) to make a very good game. I have good plans for this game, but I need your opinion, and I would like to answer your questions for you guys curious about the game. I only have several questions for you guys.
Should this game have ROBLOX lore in it?(Splintered Sky, Redcliff, Seventh Sanctum?)
Do you guys want an original story I can build up on, or a story re-created for ROBLOX from the real Assassin's Creed?
This is all I ask, post your opinions or PM me. |
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| 23 Apr 2013 06:27 PM |
| Well, this is a slow forum page..makes me sad... |
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| 23 Apr 2013 08:34 PM |
| I have a suggestion: Make awesome character animations. We have few good animators. |
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| 23 Apr 2013 08:41 PM |
| Ok. I'll try, I didn't think about that. Animations for the walkspeed being above 16, animation for walkspeed 16, I'll think about this. |
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| 24 Apr 2013 12:24 AM |
If you're talking about animations, it'll be a pain unless someone knows how to play with CFrame, welds and motors quite well. Sadly, my animations that are on the 'Assassin' hopperbin I made are kinda plain. They're fluid (despite the fact they're welds with bad parenting), adjustable to the graphics (because of my scripting principle to always make my scripts easy to edit), but plain (because it was a prototype I made a few years ago).
The combat system, I'm already drafting out the system. To make it similar to the actual game, all nearby NPCs will communicate with each other. So that if one attacks, the rest won't as well. If I want to add dual counters from AC III, then adding it'll be easy because of the similar processing method.
The movement can be scripted by placing pathfinding nodes on walls supported by bodyposition (to hang on ledges properly, to raise and drop the character's altitude, and to make sure the character lands EXACTLY where they're supposed to land in the case of performing a leap of faith), bodygyro (to properly face the wall the ledge you're hanging is on, to make sure the character is facing the correct target when fighting) and bodyvelocity (to keep the player close to the wall when hanging). A template for that can be scripted over a long but profitable period of time.
The cutscenes can't have voices unless we can upload audio to the ROBLOX Asset. So we'll have to rely on subtitles for the monologue/dialogue. There are plugins in ROBLOX Studio that allow us to create scripts that interpolate the camera's position and angle too.
If someone were to have time to prepare animations for all these, then we have ourselves a high quality AC game. |
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| 24 Apr 2013 12:59 AM |
| Animation can be a problem, but I bet we will deal with it somehow. I like how the fighting sounds, but countering caught my eye. I'll find someone to make the animations..someone.. |
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| 25 Apr 2013 07:14 PM |
| I've opened the game, it has a small demo of the parkour. |
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evev3
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| Joined: 04 Dec 2010 |
| Total Posts: 4637 |
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| 26 Apr 2013 02:39 PM |
| if you really want voices in cutscenes, someone made a MIDI player on the blog. it plays MIDI files form your computer, i think, so you could make the sound a MIDI file then use the MIDI player to make them have sound |
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| 26 Apr 2013 10:23 PM |
| We don't want voices, hoever as soon as I can understand the MIDI mechanics, I'll add music to the game but that will be later when everything is built. |
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