Loser

Joined 30 August 2006
8,200 bytes added ,  29 December 2008
If someone knows some game developers, pls tell them. Seriously.
(something to read for you all ^_^)
(If someone knows some game developers, pls tell them. Seriously.)
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:*When crouching, defender can block lower legs, higher legs and pelvis zone. Body and head are vulnerable and are not guarded.
:*When crouching, defender can block lower legs, higher legs and pelvis zone. Body and head are vulnerable and are not guarded.
::*NOTE: I know, crouching is a bit problematic as all those zones "fold" one into another when character crouches. But I think if lower legs zone expands a bit as character crouches, it could cover bottom  1/2 of crouched body which is our goal - to guard shins and feet. If you are hit in head or body while crouched, you get hit.
::*NOTE: I know, crouching is a bit problematic as all those zones "fold" one into another when character crouches. But I think if lower legs zone expands a bit as character crouches, it could cover bottom  1/2 of crouched body which is our goal - to guard shins and feet. If you are hit in head or body while crouched, you get hit.
:*When defender is blocking and some attack collides with some zone, engine checks if that zone can be blocked in current stance of defender. If yes, engine picks correct block animation (block/heavy block/stagger) of selected zone and applies it. Due to this, '''pelvis''' and '''higher legs''' zone exist. To make it look more cool.
:*When defender is blocking and some attack collides with some zone, engine checks if that zone can be blocked in current stance of defender. If yes, engine picks correct block animation (block/heavy block/stagger/whatever else) of selected zone and applies it. Due to this, '''pelvis''' and '''higher legs''' zone exist. To make it look more cool.
::*NOTE: That is all for block, it is just rough concept, I know. Goal is to make blocking dynamic, so when you fight on uneven ground (common thing in game like ONI) you have to guard not PRE-selected part of body, but you have to guard those parts where attack actually collides. So if someone is higher than defender and executes leg sweep attack, he hit defender's head. In ONI you have to crouch, otherwise it is taken as unguarded attack (and you play feet knockdown animaton even tough you were hit in the head). By using this system, you have to block such an attack in stand. Engine pick head or body animation (depends on height differenciation). If you crouch and attack still hits you (height differ is not that great), and it hits you in head or in body, you eat it.
::*NOTE: That is all for block, it is just rough concept, I know. Goal is to make blocking dynamic, so when you fight on uneven ground (common thing in game like ONI) you have to guard not PRE-selected part of body, but you have to guard those parts where attack actually collides. So if someone is higher than defender and executes leg sweep attack, he hit defender's head. In ONI you have to crouch, otherwise it is taken as unguarded attack (and you play feet knockdown animaton even tough you were hit in the head). By using this system, you have to block such an attack in stand. Engine pick head or body animation (depends on height differenciation). If you crouch and attack still hits you (height differ is not that great), and it hits you in head or in body, you eat it.


:'''attack'''
:'''attack'''
:* here it is simple. Sucessful hit generates corresponding hit animation. Hit animations are dffered by zones, so if high kick causes knockdown and it hits lower legs (attacker is lower than defender), it causes lower legs knockdown. Maybe not 100% realistic, I know, but simple and looks like it should work.
:*Here it is simple. Sucessful hit generates corresponding hit animation. Hit animations are differed by zones, so if high kick causes knockdown and it hits lower legs (attacker is lower than defender), it causes lower legs knockdown. Maybe not 100% realistic, I know, but simple and looks like it should work.
:*Combos should be max 5 attacks in a row overall. There will be usually more than two fighters, and making longer combos would turn game into "trying to catch enemy with at least some part of my 10 string"
:*Users of pure traditional asian martial arts (ninjas, karatekas, modern samurais, etc) are exception and should be able to do longer combos (10 is maximum). To even the odds, attacks in these combos are indeed fast, but weaker than standard combo atacks from other characters + these don't move attacker so much forward (so it cannot be used to "hunt down enemy with combo").
:*Also with exception of heavily leg-based martial arts users (tae-kwon-do, muay-thai), characters won't have pure kick combos longer than two attacks in a row. Kicks are indeed stronger than punches, so this feature is meant to force punches-kicks combinations if player wants to use power of kicks effectively, making combat more spectacular.
:*Being hit more than X times in some short time interval forces character to collapse to the ground. This is prevention of two vs one infinite combo glitch, which is present in some beat'em up games (and in Oni as well).
::''Infinite combo glitch:'' Two vs one. One attacker hits victim with some basic attack (punch) that does not cause victim to fall or stagger, just forces short standard hit animation to be played. Right after this the same does second attacker, while first one recovers to standard stance. They alternate periodically, making it unable for victim to escape until victim is dead.


'''3.) Throws'''
'''3.) Throws'''
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:*Reversal is basically throw, which is called from state "parry", so it has to be pressed immediately after sucessful parry (animations of parries are meant to be short for sake of fast paced combat and in order to make it harder to pull of a reversal). Being just a special sort of throw, it can be escaped as a throw. Advantage is that you can use punch or kick one, disadvantage is that if defender manages to break away, you are again under pressure (thrown_broken is meant to be a bit shorter than "throw_broken" in case of reversals, so the one who was thrown can take advantage.)
:*Reversal is basically throw, which is called from state "parry", so it has to be pressed immediately after sucessful parry (animations of parries are meant to be short for sake of fast paced combat and in order to make it harder to pull of a reversal). Being just a special sort of throw, it can be escaped as a throw. Advantage is that you can use punch or kick one, disadvantage is that if defender manages to break away, you are again under pressure (thrown_broken is meant to be a bit shorter than "throw_broken" in case of reversals, so the one who was thrown can take advantage.)


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;Idea about damaging system:
:In all fighting games I have ever played, it is considered "normal" that you break opponent's bones and then he gets up fresh n'fit, ready for fight. Now, combined with world of Oni, using fact that Oni is taking place in near '''future''', we can use it for our advantage to make quite revolutionary (well, Urban Reign has something like this ♦_^) '''real damage system''':
:* There is a '''Pain bar'''. This bar represents how much pain in general your character is feeling right now. Pain bar raises each time you passively block or take damage. Parry and atacking does not raise pain bar (illogical a bit, but serves its purpose).
::*When pain bar reaches 75%, passive blocking will stop being damageless. Then when blocking, the first bone which contacts with standard melee impact takes small dmg (read belowr about bone dmg). Counts for leg bones and arm bones.
::*If pain bar reaches max, character is stunned, does not take any new pain for a short while (but he can be damaged, only it is not reflected in pain bar) and stays like that until pain bar drops below its 75% (can be sped up by fast-clicking). During this time character is extremely vulnerable. (Can be used for "special" grabs maybe?)
:*Character does not have some central health bar that represents its "health status". Instead, you see Your character as a set of 19 bodyparts (like Oni's skeleton). Each bone has its own health; "bone health bar". Should be presented as color of respected bone - light green=100%, bright bloody red=0%.
:*Standard punches/kicks/mele attacks cause damage according to where it impacts. Arms are exception and are not counted for these melee attacks (you will see why, exception is blocking damage (then arm can be hurt by standard melee attack). So if enemy hits you in head twice, it drains "head's HP" twice. If enemy sweeps you, shin or foot, where it impacted as first, takes dmg.
:*Passive blocking does not drain respected bone's HP, unless Pain bar is above its 75%.
:*Now, if HEAD, NECK, CHEST, MID or PELIVS bone reaches 0 HP, character dies.
:*If some part of character's limbs reaches 0, limb becames unusable from this part down (so if wrist bone is destroyed, then wrist and fist bones are rendered useless, names of bones are from Oni's [[TRIA]]). According to that, character becomes more or less restricted in its capabilities (speed of movement, range of attacks, effectivness/possibility of block).
:*So if character gets his arm bone broken, then arm, wrist and fist of respected limb are rendered useless. By this we can achieve quite realistic combat. If neck is snapped, character dies. If back is broken, character dies. If tigh is low kicked into 0%, whole leg cannot be used etc.
:*Health of bones is restored via hypos (Oni based). You take a hypo and select which bodypart you want to heal (or all, effect then evenly distributes). If hypo is used in single bone mode, it can restore two bones per dose, meaning one hypo can heal two bones from 1% to full.
:*If bone HP is 0% (broken/crushed by constant attacking or by grab) you have to use one full dose of hypo spray on this bone in order to heal it (it heals to 75% then, 25% of dose's effeciency was used to restore torn tissues and to support cell-joining regeneration process).


PHEW. That is all. It is rough concept, just ideas without any proof in form of some code. Sorry. But I think that this way it can be fast, variable, fun and thrill. Lots of possibilities, ability to counter those possibilities. Timing grows more crucial. In this form, special spamming would be lessen because they could have been parried then punished if they are abused.
 
--[[User:Loser|Loser]] 13:47, 13 August 2008 (CEST)
:*If it ended here, than it would be VERY unfair, as everybody would then aim for easy I-WIN throws which cause something to break. Now that is where settings of ONI come into play: because we are in near future, all combat characters have their personal '''Energetic combat shield'''.
:* '''Energetic combat shield''' is device invented for modern combat. This device prevents wearer from any rapid concussion (yes, even bullets/plasma impacts). It is designed with safety aspect in mind, so it won't allow human body or its parts to turn or twist more than it is humanly possible. Of course it needs energy to run properly. Standby mode consumes very little energy. When hit or preventing some inhuman body positioning, amount of used energy raises. System is quite intelligent and distributes its energy evenly acording to how many is left.
:*Due to the need of breathing and matter-energy exchange, ECS is not hermetically closing one's body. So even tough body cannot be directly harmed, user can still feel dulled pain from impacts. Of course falling from great heights is lethal. Even tough ECS can absorb shock coming from hard landing up to the some value (so being thrown over the shoulder is fully absorbed by ECS), it cannot absorb whole effect a 100 m fall landing has on internal organs.
:*now from game engineer's point of view - this is substitution for HP. Instead of HP there is Energy. Energy constantly drops, but rate of this constant decreasion is very low (practicely, it is here just to make it a bit more logical). What matters is that when some attack occurs, no matter if it is kick into crotch or arm break, energy drops instantly by some value (HP drain) according to used attack. Pain bar filling works the same way if ECS is on, only pain gain is only 50% of true value (effect of shield).
:*Next, some animations (bone-breaking grabs) are replaced by incomplete ones, where thrower attempts to do break a bone, energetic shield stops him within "limit of human body's angle", so he lets it be (no extreme angle, no bone break sound) and victim's ECS gets energy drained (as if it was general HP).
:*If energy reaches 0, ECS turns off and character can be physically harmed. Device an be destroyed by strong EMP while being off. While operating, it protects itself as it is inside of the field it generates.
:*If ECS is down, it can be given new power cell and it starts operating as normal, protecting its user.
:*ECS cannot be torn off the wearer when operating. Even when shut down, its design ensures that it canot be stripped off easily. So, in game engineer's terms, you can steal other's ECS, but only from dead corpses.
 
:*Energetic combat shield needs energy to run. This is provided by power cells, which character has to take with him and restore from time to time, according to how much is current power cell depleted.
 
 
:*That is rough concept of it. Can you imagine it in game? Weaker, non combat meant characters does not have this shield, so break his arm or leg and he poses less threat to you (but can still harm you!). Break his neck/spine and job is done instantly. Or kick him two or three times in the head.
:*But combat based enemies are more bastards. Possesing ECS, they are more durable. You have to drain their ECS first, then you can finish them for good. Bone breaking, spine crushing etc still works, but not as insta-kill. Instead, it drains large amounts of energy from ECS but does not allow you (attacker) to break bones, so enemy is still in "one piece" and logically he can attack you with all limbs. But instead, you can fill his pain bar, so even with ECS on, he is vulnerable to serious beating (or some sort of super grab?) for a short time.
 
 
--[[User:Loser|Loser]] 11:26, 29 December 2008 (CET)
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