Review criticisms: Difference between revisions

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(→‎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==

Revision as of 13:33, 18 May 2009

What can we do to improve on the original Oni?
from the mouths of the critics


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I've been trying to think of what we really can do at this point to truly improve Oni. IE: If Oni was rated a 7 in some gaming magazine, [how] we['d raise] it to an 8.

—Gumby


The above thought really put things into perspective for me. Right now, our main focus for the AE is adding BGI. That's a good idea, because it was originally part of the game before cuts were made... but overall, the approach to the AE has been one of adding new content, instead of stepping back and asking what made the Oni of 2001 get the middling scores that it did. Loving what we love about the game, it can be hard to see the game objectively. We usually come up with ideas that make Oni more complex or that tweak it minorly, but rarely are we able to get to the heart of what prevented Oni from getting the highest marks. So I decided to poll the reviews that Oni was given, and use their words. It's not that we aren't capable of criticizing Oni... but it is harder for us than it is for them; they're paid to criticize!

Following are some quotes that I felt offered "food for thought". I haven't bothered to attribute them; I'm not writing a research paper here; besides, I want us to focus on what was said, not who said it. All quotes come from either reviews listed on the Reviews page, or from the list that Metacritic used to determine Oni's average score of 7.3/10. You might find it difficult to read this all at once, as it's a lot of criticism for our beloved game. I suggest you take it in doses or you will get bitter or overwhelmed, and possibly mad at me for collecting all these critical quotes ^_^;

This page is titled rather informally because I want it to be viewed as only that, "food for thought", not as some task or burden that someone has to deal with; these are just things to talk about, nothing more :-). You may feel that some of the criticisms made here can't be fixed without tons of work or the source code for the game. That may be the case, but I felt it was important to be thorough, not to filter my findings for "practicality". Other things listed here you may not think to be a problem at all. If enough people feel that way, we can strike the item off the page, but I wanted to put as many critical points out there as I could find (minus a few comments that were just totally out of touch with what Oni is supposed to be). I've also left out what might be complaint #1 -- "no multiplayer" -- since that is already being worked on, and the dead horse needn't be beaten any more than it already has over the last seven years.

Long-term, my hope is that this page may provide a vision that goes beyond the current approach we're taking to the AE. After all, if we can actually, gradually, improve on the elements of Oni that non-dedicated fans thought were lacking, that gives us the best chance of bringing new people into the fandom and demonstrating to those who have rights to Oni what the game's potential is.

Finally, keeping in mind a certain complaint made about the last brainstorming page I made, I don't think there is such a thing as "too many ideas", or that making suggestions takes focus away from other work. True, reading through these quotes and talking about them takes time, but far less time than actually working on them. The idea here is to offer notions for future work. But anyone who's signed up for the AE Team is working on what they are assigned to/volunteered for, from a set list of tasks. So the ones who shouldn't be distracted by this won't be. The most important phase of any project is the part where ideas are generated, and the best are selected out of the rest, and worked on. Without all possible ideas on the table, we can't make the best use of our time and energy. Okay, enough rambling, on with the quotes! -- Iritscen">