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Review criticisms: Difference between revisions

→‎Melee Combat: response + bunch of my ideas
(→‎Melee Combat: response + bunch of my ideas)
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If I could get the engine to see them differently (i gotta look at the anim types), I would like to include a kick anim like the striker's down kick getup (but without the getup) and a kick getup like Konoko currently has. [[User:Gumby|Gumby]]
If I could get the engine to see them differently (i gotta look at the anim types), I would like to include a kick anim like the striker's down kick getup (but without the getup) and a kick getup like Konoko currently has. [[User:Gumby|Gumby]]
:I have tried to include such a move, idea was shot down by Gumby himself and Iritscen as too spammy (and yes, it WAS spammy). And with forced pauses it looks weird ( why I can kick only each 3 seconds if nothing holds me? ). Maybe it needs some flashy animation to extend recovery time ?--[[User:Loser|Loser]] 13:33, 18 May 2009 (UTC)


{{pullquote|color=red|inset=5%|[Y]our opponents and Konoko fall flat on their backs much too easily; in fact it is often tough to land a good combo because your opponent is already stretched out flat after the second blow.}}
{{pullquote|color=red|inset=5%|[Y]our opponents and Konoko fall flat on their backs much too easily; in fact it is often tough to land a good combo because your opponent is already stretched out flat after the second blow.}}
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So, I'm wondering what would happen if we seriously reduced the frequency of knockdowns. Wouldn't it make for a faster-paced fight, and thus a more exciting one? Longer combos, and less times where you relax while your opponent takes his time getting to his feet? I'm particularly curious to hear other opinions on this one. Does Oni, in fact, over-use knockdowns? --[[User:Iritscen|Iritscen]] 01:25, 18 May 2009 (UTC)
So, I'm wondering what would happen if we seriously reduced the frequency of knockdowns. Wouldn't it make for a faster-paced fight, and thus a more exciting one? Longer combos, and less times where you relax while your opponent takes his time getting to his feet? I'm particularly curious to hear other opinions on this one. Does Oni, in fact, over-use knockdowns? --[[User:Iritscen|Iritscen]] 01:25, 18 May 2009 (UTC)
:Well, this might make group fights painful, if they could continuously lay into you. It is easily changeable though. [[User:Gumby|Gumby]] 02:24, 18 May 2009 (UTC)
:Well, this might make group fights painful, if they could continuously lay into you. It is easily changeable though. [[User:Gumby|Gumby]] 02:24, 18 May 2009 (UTC)
:Taking into account the fact we cannot touch the code, knockdown is essential for keeping balance in one-vs-many situations. It helps that "one" person to keep those "many" temporary incapacitated, thus this feature allows our "one" to be able to fight "many" without situation being too much in favor of "many". This includes as well:
:::Simple and quite effective prevention from "two guys punch one" spam -> that is realistic yet in game unwanted situation, where one victim is locked in endless hit response animations as two enemies are punching him with basic punch in alternating pace. In Oni this is handled by frequent knockdowns ( so "no spam or I collapse" ), yet still you can see it from time to time.
:::Placeholder of special hit responses and cover of the fact there are only these hit responses: 3x basic knockdown anim + its back variant ; 3x basic hurt anim + its back variant ; stagger anim + its back variant. That is all, no special stomach-pain anim, groin-damaged anim, face-hurts anim, shin-hurts anim etc to show that character took quite a damage. No Gumby, hit_jewels and hit_foot_ouch are not counted as they are 100% bugged / not fully implemented. They have default responses when applied from back ( not their own back hit variants) and can be spammed endlessly.
::If we had access to source ( or we had our own ), I would like to propose this idea of damaging system. What you will read is rough description, tons of fineses and features can be of course added:
:::Character has something like "stamina" or "pain bar" for each one of this regions:
::::Head + Neck + Chest
::::Mid + Pelvis
::::Upper legs
::::Lower legs
::::Arms as a whole ( used to limit guarding, not needed in this descript now )
:::Attacks don't have prescribed their hit response, but instead each attack has apart from "dealt damage when sucessful hit" also "dealt pain when sucessful hit".
:::When unguarded hit is stroke, inflicted pain is added to pain bar of respective area and then victim plays hit response for hitted region according to how much is currently pain bar filled, for example ( 0 - empty bar, 100 - full bar ):
::::0 - 40 : standard hit response
::::41 - 60 : longer, "heavier" hit response
::::61 - 80 : stagger response
::::81 - 99 : special hit response (groin pain, face hurts, shin hurts etc)
::::100 : when fully filled, character collapes ( knockdown )
All in a nutshell. Since pain bar won't decrease when constantly attacked, spamming two vs one situation will quite quickly result in knockdown. But when it starts decreasing, it should go quite fast. Also, when more ares have pain bar more filled, then character just interpolates from response to response according to where is he being hit. Maybe too simple, but looks it would do the job quite good. So if attscker gets to stagger level on head/neck/chest area and then kicks mid, victim will play short response to such an attack, because pain bar for mid/pelvis was untouched so far. --[[User:Loser|Loser]] 13:33, 18 May 2009 (UTC)


==Graphics & Sound==
==Graphics & Sound==
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