For example you might be able to block a punch, with a punch of your own.
Or if you do a spinning attack far you get the full spin, but if you do it close, you don't spin the whole way.
Also what about being able to continue your punch or kick animation while you are being hit.
I was playing a demo of a boxing game "Fight Night 2004, and K1 for the PS2 that I own, and I was wondering what you all would think if that kind of interaction would be good in a game the likes of MK, VF, or Tekken?
Whether an attack would be able to continue its motion, or be stopped possibly making the opponent loose balance, stumble or fall.
Would depend on specific types of attacks countering others.
This could be taken pretty deep IMO.
What are your thoughts?
Bleed Wrote: What would you think about having limbs be able to hit limbs. Or specific animations for countering a certain attack with another. Sort of like Rock, paper, scissors. For example you might be able to block a punch, with a punch of your own. Or if you do a spinning attack far you get the full spin, but if you do it close, you don't spin the whole way. Also what about being able to continue your punch or kick animation while you are being hit. I was playing a demo of a boxing game "Fight Night 2004, and K1 for the PS2 that I own, and I was wondering what you all would think if that kind of interaction would be good in a game the likes of MK, VF, or Tekken? Whether an attack would be able to continue its motion, or be stopped possibly making the opponent loose balance, stumble or fall. Would depend on specific types of attacks countering others. This could be taken pretty deep IMO. What are your thoughts? |
That would be sweet, even on lower limbs if possible.
How is that Fight Night btw?? It isn't out yet is it?
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
Bleed Wrote: What would you think about having limbs be able to hit limbs. Or specific animations for countering a certain attack with another. Sort of like Rock, paper, scissors. For example you might be able to block a punch, with a punch of your own. Or if you do a spinning attack far you get the full spin, but if you do it close, you don't spin the whole way. Also what about being able to continue your punch or kick animation while you are being hit. I was playing a demo of a boxing game "Fight Night 2004, and K1 for the PS2 that I own, and I was wondering what you all would think if that kind of interaction would be good in a game the likes of MK, VF, or Tekken? Whether an attack would be able to continue its motion, or be stopped possibly making the opponent loose balance, stumble or fall. Would depend on specific types of attacks countering others. This could be taken pretty deep IMO. What are your thoughts? |
Aaaahh! You're talking about simutaneous blocking while attacking an continuing the action. That would be divine!
Perhaps this can be an inspiration for that idea.
Le Dragon Fantome
The demo I played of Fight Night 2004 was awesome, even with the broken controller I was using.
It's not out yet, but I'm gonna buy that game for sure when it hits shelves.
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
Unless the developers actually step into a ring and fight themselves, they'l never understand the dynamics of a real fight and be able to translate it to the games. Perhaps actual fighters, martial artis should become part of the develpoment teams to add that missing element.
Le Dragon Fantome
Well I'm a game developer and I did study martial arts, so I have a pretty good eye for that stuff.
This is just an idea I had in mind for a fighting game I'm designing.
I'm writing up a paper that I'm gonna pitch to my company, maybe get the project rolling.
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
Bleed Wrote: Exactly again Well I'm a game developer and I did study martial arts, so I have a pretty good eye for that stuff. This is just an idea I had in mind for a fighting game I'm designing. I'm writing up a paper that I'm gonna pitch to my company, maybe get the project rolling. |
*bows in respect*
Hmmmmmm... I think I read that when I visited your site. Great man! Hope your idea gets off the ground! I think it's only a matter of time when that 'one' game takes realistic interaction to a new level. So, why not be the first to do it?
ends post bowing in respect
Le Dragon Fantome
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
Alpha_Q_Up Wrote: Isn't that stuff in Soul Caliber 2? |
There's no contunious flowing elements in way of reality. The movements themselves may have been captured and look reall good, but the realistic reactions from getting punched or kicked, the way the characters move when they're injured, and specific attack point where one can specifically attack a vital area of an opponent just aren't there.
It's a great game, but it's still following the 'stand back and see what happens' approach that games like MK and Tekken began.
Le Dragon Fantome
In SC2 you can hit your opponents weapon, but the reaction is always the same.
It's not realistic, at least not to the level I have in mind.
That would be an awesome step for fighting games.
I actually have a couple ideas for doing this, but it sucks we're not on the same team anymore so I can't really help you here...
Btw, how's your game comin along?
It's coming along nicely.
By the way, what team are you referring to?
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
* Expansive variations of attacks, counters, blocking attacks, blocks, evasions and physical reactions. I suppose that each character would want to have individual traits of each one mentioned above. Maybe having a motion captured person represent a seperate individual, doing away with the template way of giving characters reactions.
WOW! Once you finalize the character concepts, you have to find people that fit each one of them. WHOA! That'll be a huge casting call of MA's depending on the number of characters!
How ambitious and revolutionary are you trying to make your game?
Le Dragon Fantome
There are ways to have the computer react automatically instead of having to do everything with motion capture, so that would cut down a lot of work.
I want this game to be over the top, enough to destroy the competition. , or at least put a dent in it
No slacking, or cheating to get it done fast. I want to spend time on it and make it the best it can possibly be.
It's hard to do, but still that's what I wanna push for.
I play all these games out now, and I'm like what is wrong with these people, there are so many things I can think of that have never been done before.
These are the things I want to have in this game I'm designing.
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
Bleed Wrote: I want it to be very intricate and realistic / movie style game. There are ways to have the computer react automatically instead of having to do everything with motion capture, so that would cut down a lot of work. I want this game to be over the top, enough to destroy the competition. , or at least put a dent in it No slacking, or cheating to get it done fast. I want to spend time on it and make it the best it can possibly be. It's hard to do, but still that's what I wanna push for. I play all these games out now, and I'm like what is wrong with these people, there are so many things I can think of that have never been done before. These are the things I want to have in this game I'm designing. |
Realistic and movie style? I admit that I'm so happy with your goal that I almost want to cry. Almost! Hey... gotta remember that I'm a guy!!!
Well if you have Cory Yuen's number or know how to get in contact with him, then Christmas won't even compare! Choreography on that level would kill all the competition. I think that may be the aspect that'll help make your game really stand out!
And actually that might not be a bad idea! If you were to track down a MA choreographer willing to donate some of his/her time and get them to help you with your game, then WOW! You'd have something great and without having the game completed.
Le Dragon Fantom
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
http://www.cynthiarothrock.com/ProContacts.htm
Le Dragon Fantome
Don't get too hyped though. I'm just making a pitch, it might not even be approved.
If not, I'll just have to keep at it. Eventually they might give the go, but it will probably take a long time.
Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com
-Isaac Watts
Bleed Wrote: Yeah, thanks Don't get too hyped though. I'm just making a pitch, it might not even be approved. If not, I'll just have to keep at it. Eventually they might give the go, but it will probably take a long time. |
Of course not! But ain't nobody say that plannin' ahead never did any good!
Gotta jet... like Li! Have to b.s. a quiz!
*ends post and leaves board bowing in respect*
Le Dragon Fantome