-
Posts
3793 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Blogs
Everything posted by Osvir
-
Josh Sawyer on Miss and Hit
Osvir replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
* Claws, * Katars, * Standard Thug Knuckles, * More "Cannon" like knuckles that goes around the whole fist. * What else-knuckles? Can you dual-wield two different? -
The role of diviniation in a CRPG?
Osvir replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A Scholar path -
changes in the realms
Osvir replied to cosmin haraga's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
1 hour long, 100 different paths. Jokes aside, it would be cool to have kind of, different "spawn" points that go around the world differently. One goes from South to North, another goes from East to West, reclaim areas by using them differently on different playthroughs. The Warrior - Charges in from the front door. The Thief - Swims in through the sewers The Magician/Diplomat - Asks for an Audience Likewise, the Warrior could be on a passage of onslaught towards North, but for a Thief playthrough it could imply that you have a mission to steal an artifact for some rich Noble, and it has nothing to do with killing anything, and then return back East. Recycling areas for several playthroughs, or recycling them for backtrack Quests? -
"Ghost" Mechanics during [Pause]; Scry
Osvir replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It could be as simple as this (and not [Pause]), and perhaps not necessarily even a spell that can get noticed (except by Cipher/Wizard). Copy Actor/Model -> Add blue texture (to signify "Ghost") -> Walk around This is totally Cipher or Wizard Stealth stuff. What!? Only the Rogue has Stealth-stuff?? A Barbarian managing to sneak up to someone should be able to take them out with greater force (non-lethaly) than what a Rogue would~maybe (More powerful "knock-out" but also makes more noise). Generally, there needs to be a good "Scry" spell in some way, that you can see the area ahead of you whether it is by the click of a button (League of Legends Clairvoyance spell) or if you need to control a "Hawk" or a "Wizard's Eye" (A floating orb that you can send forward, 1HP thing... Eye of Kilrogg yes, Warcraft 2). Most of the Stealth games I can think of has some way to know what lies ahead of you visually. Nightvision goggles, Zoom functions, "See through walls" and "Heat" sight etc.etc. Text could function as well: You use "Scry" spell and you get in your text "There's 2 guards" ahead (simplified). But it would be nice with some sort of spell or interaction that gives you "binoculars"~ perhaps getting the blueprints of the Castle at a Noble's Mansion could also be part of "stealth". Being able to read and prepare for the path of least resistance.- 11 replies
-
- preparation
- stealth
-
(and 3 more)
Tagged with:
-
changes in the realms
Osvir replied to cosmin haraga's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The more paths there are, the better. Heck, let's say only my content that I'd like to experience is 1%. Fine!!! I didn't experience all 100% on my first playthrough, suck it up, we play differently, and you know why this is important? I get 1% out of all 100% of the content my playthrough and I finish the game only having experienced 1%. Fine. Now next time I play I can experience another 1% of the game. Replayability. Likewise, Hormalakh experiences 1%, I experience 1%, Rostere 1%, Naugalen 1% etc. etc. now my example is a little bit on the extreme side but still, I don't think you'll experience "All" content on your first playthrough or on any playthrough. Going about a Quest in a certain way, locking you out from the other way that you could have went. Past tense, you chose another path, deal with it. Many games lets you start as the same character, and the path is linear like a Magic Missile (several different paths leaving "Point A" and ends up at "Point B"). There might be different paths to it, but Point B is "the same", I'd call that linear. What if you chose to not kill the Archdemon too escape the lands yourself? Kick Alistair in the nuts, run and get backup. DA:O is a bad example. But what if you could start a business in Baldur's Gate, and you conspire yourself and you take over the Iron Throne and you have hired mercenary to do your bidding. What if the "Ending" was completely different depending on which path you take? The outer circle altogether is the "Grand Scheme", the "Foundation". The Final Point, in Playthrough A you might never ever even be close to the content from Playthrough D, unless you decided to go that path midway into Playthrough A, but before that you wouldn't have any incentive to be in the same area. Different playthroughs/professions reveal different areas~ -
"Ghost" Mechanics during [Pause]; Scry
Osvir replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Oh it has nothing about "I don't want the Players to reload". It's about cool mechanics at this point, to get that knowledge on how to "pass" with in-game abilities. Instead of going all trial-and-error and reload 500 times just because it's challenging and not because it's "I just have to reload to reload!!". A "Ghost" thing-stuff could actually help the Player through the Stealth path.- 11 replies
-
- preparation
- stealth
-
(and 3 more)
Tagged with:
-
"Ghost" Mechanics during [Pause]; Scry
Osvir replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
@Gfted1: Static Point A [Pause] -> Ghost -> Noticed -> No problems (Unpausing would be the same thing as "Reload"). [Pause] -> Ghost -> Not-noticed -> You've just divined a path forward, wouldn't mean that you are at Point B, your party would still be at Point A. Point A to Point B: Save -> Sneak -> Noticed -> Reload. Save -> Sneak -> Not-noticed -> You've just managed to get to point B, you ninja you.- 11 replies
-
- preparation
- stealth
-
(and 3 more)
Tagged with:
-
The role of diviniation in a CRPG?
Osvir replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Heh, I made this thread, now looking at threads I noticed this Divination thread ^^ Divination would be great Can Divination become so powerful that it can decide fate as well? Kind of, become a Seer as a profession or a Gypsy Fortune Teller. Lifting others up into the "Chosen One" status. Perhaps you become the follower (as discussed in threads past), as a Fortune Teller, following the story of Edair or any on the other V.I.P's, divining their paths forward instead of divining your own path. -
During pause, being able to cast a spell or have an UI mechanic that let's you [scry] the battle outcome. Being able to move characters in a sort of "Directive" mode. 1. There's 3 guards ahead 2. Pause 3. In Ghost-Form, you move up your Rogue 4. Enemy Ghost-Forms notice you~Ghost-Form dissolves. Still in Pause, if Enemy Ghost Form doesn't notice you go to (6). 5a. If Ghost-Form could be used as an ability: Twice a day use or Once a day. 5b. If Ghost-Form could be used abundantly, start over at "3". 6. Continue with the Ghost-Form through the level until you get noticed. What this allows for is, the player can go about "Will I be detected if I go this path?" during quests and would be less time consuming than "Save+Reload" (Loading screen when you reload). Send forward your Rogue in Ghost-Form, and the enemies also has Ghost-Forms that reacts in this [Paused] Ghost-Mode without consequence (except time consuming). I think this could be a great tool for a stealth approach, being able to see what will happen if you go into a certain direction. Finally when you've found a successful path forward, un-pause, and now it comes to the test of actually doing it. Generally, I think it could help in a "Collective" Scout Mode for any class/race and help in a stealth approach a lot as well with some sort of harmless scout mode. The only thing I could think of was this "Ghost" thing.
- 11 replies
-
- 1
-
-
- preparation
- stealth
-
(and 3 more)
Tagged with:
-
is should depend on the kinds of enemies you're fighting. Enemies with mind powers or strong magics would make sense to have easy communication methods An excellent point. However, I will say that if you alert Psychic Thingy Steve, and he basically relays his exact first-hand sense-based info telepathically to Psychic Thingy Bill (who is 100 feet away around a bunch of corners), then you KILL Steve before Bill gets to you, you should still be able to surprise Bill to some degree (who only has knowledge of your location and position from the moment up 'til Steve died.) If you slay Steve, then hide in a different room, Psychic Thingy Bill should come into the room you WERE in, where now-deceased Steve is, and remain extremely cautious while he decides how best to search for you. He should not have a GPS tracker on you forevermore once he is alerted to your sheer presence as an intruder. That goes doubly for non-psychic thingies without cool names. u_u Well, if you'd have abilities to spot someone on the map from far away (which I advocate for, [Clairvoyance] or whatnot), simply spotting a Cipher through the Fog of War they could be alerted by your presence, as you are manipulating souls around them to see where they are at. They should definitively have a good sense of Magic and manipulation of Souls around them. If you send out a [sense Surrounding]-Scout thing with whatever Class, let's take Cipher as an example, perhaps an enemy Cipher can feel it, if you threw it out carelessly. If you don't shield your [Presence], then they could possibly have a "Oh hello I can see you on the entire map" homing in GPS.
-
I agree, but if the alarm goes off it goes off. If every guard is notified, then I think it's fair to say that the entire base gets alerted. P:E might introduce some Steampunk, reading on the Rogue on the wikia and you might come to the same conclusion. So an alarm/megaphone or whatever is screaming in the Castle and every Guard knows what to relate that noise too (infiltration/danger/defend etc.etc. it's an alarm!), then I think they should be alerted. But if you take down one or two that saw you but didn't get to the button and/or you took them down quickly enough before they could yell or whatever, then the base shouldn't be alerted. In Dishonored, the Guards start yelling "Help!" on High Chaos which alerts those close by, if they press the "Alarm" button, there's going to be guards upon guards coming at you (Fable style) and I didn't mind it to be honest. Similarly, if I go into a base, take down some guys non-lethally then leave(and even if I dump the bodies somewhere) the M.I.A status of their fellow guards (or they wake up) should alert some slight confusion. If you took down some lethally and left midway, a high chance is that someone would find the body/the blood and alert the castle, and if you go back it might be harder to get around (Guards get +1 to Hearing dice-rolls).
-
I've said it (accompanied with a Wall of Text) before, thought I'd just quick-fire them here as well. * Climbing requires no animation. "Teleport" at certain locations (Think Fallout 1+Rope, in the water-chipless Vault). * Jumping requires no animation. "Teleport" at certain locations (Upper Bridge in P:E screenshot). * Digging requires no animation. "Teleport" at certain locations (Under a wall, into a dungeon, down a level, Ultima-spell, or having rope = up a level, Ultima-spell) * Abilities that allow mobility. "Leap", "Teleport", "Toss". Being able to Teleport, let's say 10 meters, and the gap in broken bridge is "2 meters", if I can't teleport across I'd be sad (because invisible wall). If there'd be some sort of barrier, disallowing you from teleporting across, then the invisible wall suddenly gets "reason". * Wizards can Teleport others, Barbarian can Toss others and Leap self? * 2-in-1 animation: Prone+Swimming(+Aumaua likes water?).
-
Traits/Talents/Feats/Perks should be a note for what you do in the world, of course choosing a trait at character creation (+Cultural Background) sounds fun. What I'm hinting towards is more, depending on how you play, you get perks. Achievements in a way, except they are tied to game mechanics. If you Achieve "You defeated the 30 bandits at Salsa Vale" you get a perk. If you instead achieve "You avoided the 30 bandits" you get another perk. That's what "Achievements" should be, in my opinion. Not something that brags "I got achievement yo" but something that can be used in-game. It doesn't have to be achievements for "Yo you took a step with a step and did that cool thing!" and seconds later "Woah! YOu got another step by a step!!!". Achievements shouldn't be around every corner, but where they make sense. So, taking down the 30 bandits you get the "Menacing" perk, against Bandits only. Faction-Based Perks depending on "Reputation" with Faction. That'd make Reputation an "Experience" as well, and the type of experience you get could be representative. One might get "Menacing" perk, whilst the other one gets the "Shadows" perk, meaning that the bandits have no clue as to who you are (yet) which gives you both the element of surprise as well as an easier way to sneak by them.
-
Dishonored's AI. Great for both combat and stealth. Is that "Radiant" as well? Guard 1: Has one path Guard 2: Has another path X = Interaction Y = Taking a piss A = Time B = Player interaction When they intersect (X) their own paths = Guard 1 & Guard 2 talks or just stops and stares at each other. Perhaps waving their arms indicating that they are talking, if you are close enough perhaps you can hear some grunts and in the [Dialouge Tab] you can read a dialogue. Also a great time to pass quickly by, as they are distracted. When Guard 1 or Guard 2 walks on trigger Y = Doing something, admiring a painting, taking a piss. Standing still, looking at something else, allowing the player to pass or take them out non-lethaly as they are "alone". Being able to pick up bodies and then place them somewhere. B = Throwing a rock, making them look that way. Confusion spells, switching clothes and being able to talk to the Guards as well (Undercover-Mode). Faction Activity * Minor Faction: The Goblin Tribe you slayed in Chapter 1 had friends, and is now back and are pillaging the lands in rage, attacking villages and trying to find you. So in Chapter 2, Goblins are rougher. Player Action versus Player Consequence. In Dishonored the Guards become rougher in my opinion, playing a Very High Chaos path, though having 4-5 Guards on you in Dishonored was pretty rough by itself. * Major Faction(s): With or without your intervention, Factions weighing war on each other over the course of time. Besieging towns etc. etc. so if you don't do anything about it you could find yourself in the middle of a battle, whilst you are traveling from one location to another. Or one Faction won, and is now controlling more cities. You'd be unknown. Of course you could just aid one side from the Shadows, from Business or by Battle. Or perhaps just plain simply, do nothing and pursue another goal/path/profession/Faction instead of engaging in the war (Like joining the Druids). Stay out of it or stay into it. Witnesses could tell a story of a band of warriors appearing from nowhere and took out everyone (which could make both Factions somewhat join forces to find out who you are, still at war with each other ofc). Or just nothing about you, if you didn't engage in it. Chapter by Chapter enemy activity. What do they do in Chapter 1, did they react to your passing and now does something different in Chapter 2? Enemy Adventurer Gangs Dynamic, having rivalry Quest trees. Either you meet them on your way, or perhaps you meet them as they failed a difficult dungeon and went and died. Or you meet them by accident on the road and fight them off. Dynamic Enemies that travel the lands, similar to how a faction could fight another faction. But in some ways the single Assassin doesn't wait for you to go to sleep in a specific city, but actively hunts you and you could perhaps even notice something stalking in the Fog of War if you pay attention (being very difficult to see). Monster Enemies Depends on the Monster. Dreams. Shadows. What kind of activity do they have? Soul draining. Soul invading. Infecting. Could a monster infect someone with a disease and it could spread into a city?
-
Gods in Eternity
Osvir replied to Giantevilhead's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I want my character to be important enough that if I take something to the extreme, and P:E has Gods, it should warrant attention. Likewise, the "Doctor Who" loop doesn't necessarily have to be "in mechanic on Saving+Reloading" I just thought it would fit best there as that is what you are physically doing yourself. Being teleported back and forth between time, not as a punishment, but as a challenge you get to figure out. Not "You are stuck here". Similarly, Resting all the time, entering a dream world. Can't really say that, that can fit anywhere but in Resting. An interactive dream sequence, instead of "Gorion has the father talk" with you. I loved those cut-scenes, but it would be awesome to interact in some of them as well. Baldur's Gate 2 has even more, I've only seen pretty much the first one I think (Candlekeep is in ruins and Imoen is apathetic). Being an "interesting" character in the world, as I suppose the main character will be, Gods would take notice if you single handed took yourself to the top (or with the help of some companion characters). Another thing I am curious about: Will a character be able to challenge Gods? Will a character be able to overcome the hellfire a God could be? -
A Spell-free Project Eternity?
Osvir replied to frgodfrey's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A Scholar path- 99 replies
-
- magic-users
- requirements
-
(and 1 more)
Tagged with:
-
A Spell-free Project Eternity?
Osvir replied to frgodfrey's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Different professions... could being a silent Monk who travels the land as a self-sufficient peddler be a sort of profession? Leading towards the greater path, from a different angle than the "Got to take everyone out to progress". The Fighter defeats the King, whilst the Monk mostly diplomatically+stealth gets through and heals the Kings wounds~ or goes all Avatar mode only at bosses.- 99 replies
-
- magic-users
- requirements
-
(and 1 more)
Tagged with:
-
Some thoughts for some simple methods: * Climbing over walls wouldn't require an animation, simply a "teleportation" to the other side by triggering "Wall Climb" with an item. This could get you up to balconies, roofs, without little work for the developer (comparing with making an entire animation for climbing). Grappling doesn't have to be an animation, "Stun" should suffice, even if the ability states differently. * Taking down some non-lethal, opponent falls down like if they get knocked down (like "Sleep" spell effects) and doesn't have to be anything flashy. Perhaps being able to move bodies and even switch into a temporary "soldier" model (Zombie-disguise in PS:T). * Swimming, perhaps you can jump into the river near the castle and get in by the sewer. Prone stance = Swimming stance, as an animation it sounds as if it could be a quick adjustment. 2-in-1 stance. * Jumping: Like climbing, perhaps not even a jump animation. But simply "float" the character as they stand, to the other side. Or a Grappling Hook, Toss, Leap or Teleport ability. Can a Wizard teleport someone else? Perhaps even "Banish" opponents (a spell never used in Final Fantasy 9), teleporting them back a couple of rows, or teleporting out team mates from combat. Or too OP? Some thoughts for some more complex ideas on what could help a stealth approach: * Being able to send out party members by themselves: Why? Because I think it's easier to control one stealth character rather than 6 at once, which isn't saying that 6 at once should be impossible. But leaving 5 characters behind while the Rogue in your party sneaks in, I think that sounds like it could be easier to design (instead of designing a 6 man stealth path, of course, leaving room for creativity), as well as very fun to play. Depends on the objective, do you need your entire party to defeat the big bad guy, or can you approach him on your own or from a different perspective***? How "strong" is the world? Rather than how "strong" are you? (Dark Souls PvE~ sorry, deviating). In Baldur's Gate I rarely split the party up in the "adventurer" phase, it is only in combat I really feel their individuality. Other related stealth thoughts: * Vision (Torches/Light Sources), including Class Abilities. Ranger gets a Hawk, Wizard gets a floating orb (Wizard's Eye) or w/e. Or simple a trained perk. Vision and line of sight of both your party and the infiltrated party, very important. A good vision mechanic. Additionally: How much do you see versus how much do they see? Map-control, basically. Vision-spells letting you see an overhead area ahead of you, pane the screen to investigate. When I play Janna on League of Legends, this is super important, with lots of wards I can set up a perimeter that the opponents can not see, but I can see the entire area around them where they are running, so I know exactly how I should move. That is fundamental for a stealth path, I think, and I've danced around many opponents with a bait like that, because I always know where they are, and they have no clue where I'm at. Stealth right? Similarly in Dishonored there's a "Vision" spell that let's you see everywhere, and is very important for the Very Hard Low Chaos playthrough. And if you are pre-dominant in the shadows, perhaps taking out their visions aids you both in sight and advantage. So those lanterns might be a target of vision: * Patrols. Random pathing or not, I think the only thing that's required is that they meet at some point or do something "acting distracted" really gives you room to pass and or take them down non-lethally or just barge straight in. That is if it is a keep of some sort. Almost every single guard in Dishonored patrols, doing stuff, and its also at those points its easier to get past (unless they are, looking straight at you). Intelligent patrols. When the alarm goes off it has gone off, and everything won't reset. Of course, you can also just climb pretty much all rooftops and pass through entirely undetected on a whim (meta-game). Anyways, I think Dishonored definitively has a good patrol system that seems to be somewhat several "actors" with different pathsets, interrupting in each others, stopping talking to each other, taking a piss. * Obvious paths that leads obviously into stealth. Running up on those pipes was a different feeling than charging straight at the doors with sword and gun in hand. And even on the ground I could easily spot the areas, great design. P:E is isometric though so, quick-dodge abilities, letting you quickly "burst" in one direction and avoid detection but you get an "!" indicating that they did hear something. Corners, rocks, "bushes", shadows and so on. Whatever is close by to hide behind. Likewise, taking out those nearby lanterns might allow you to stay still in the area until whoever is patrolling is coming closer then take them down or wait til they've passed. *** The Rogue hearing rumors at a bar leading to another possible approach, attacking the Lord's Caravan whilst he is on his way to a Landsmeet, rather than attacking that fortified fortress like the Barbarian would?
-
Josh Sawyer on Miss and Hit
Osvir replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Monks convert a portion of Stamina damage, pre-subtraction from their own Stamina total, into Wounds (their resource). Their actual Stamina and Health are not higher than normal, but this class ability effectively makes them more durable -- until they have maxed out the number of Wounds they are able to absorb. Does that translate to them getting a penalty or a boost? If so: There was an idea floating about, about a Monk being able to drink 1/2 of an enhancing drug and getting standard effects without penalties, but drinking the whole drug would make the Monk stronger for a duration, but would get major side-effects. Basically the idea: Max Absorb Wounds -> Gain Temporary [Player Chosen] Boost -> Side-Effects -
Gods in Eternity
Osvir replied to Giantevilhead's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What is it with you and punishing players? Lol, no, not punishing players. Content and consequence. Rob a city blind, possible yes, but shouldn't the townsfolk at least raise an eyebrow? City Officials reacting? Ciphers or Wizards sent out to investigate? (To find you!) Finally, a God of Greed. Sounds like a Quest tree to me than a punishment Similarly, you save a lot and you reload a lot. But one time you reload, everything looks the same but a shadow of yourself walking in front of you is seen, and you realize you're stuck in a trap! Sounds like Content to me. Resting a lot, pop, you're in Dreamland (As if!). Nightmare Souls haunting you and you have to get out: Content. Perhaps Gods are reflections of your actions, and you manifest different Gods depending on your actions (looting an entire town = manifests the God of Greed). Slaying every single enemy = manifests the God of War. Non-lethal = God of Shadows etc. etc. -
This is the sloppy structural diagram I did, put it together rather quickly. Misunderstood the first assignment from last week. I need to finish one of the assignments (the travel planner) but when I've done (tomorrow presumably) I'll post the new assignment (Just one this time). ~as I said, pretty sloppy
-
that works extremely well with an idea on telling someone "I want you to gain experience towards this", before gaining any experience. In this way your, let's say Fighter, could in a sense say "Hey, Forton, I want to train you into a Fighter", and from henceforth Forton gets experience as if a Fighter, close combat aspects as well as "armor" oriented, gaining the benefits (naturally) by the other class, but still having all experience from being a Monk and can act as a Monk. What would be the requirement? Having a Class that can teach the aspects of his or her own Class. A City Guard might not be able to teach Forton much, except patrolling the streets, whilst a Soldier could perhaps teach Forton the fundamentals of combat arms. It would still be "Forton's Path", so Forton would transform into his type of Fighter. The Point: if you don't have a Fighter in your party how are you going to teach anyone to be a Fighter? But if you do, it should not be restricted for anyone to be learned the ways of the Fighter. Kind of? Dual-Classing in the IE games made no sense (or that D&D ruleset). Need it explained to me but the fact that, you are level 4 Fighter and choose to dual-class into Thief, you forget all the stuff you learned and have to gain level 4 Thief, makes it very unappealing. Dual-Classing in that way no no. A form of Multi-Classing perhaps? Some statistic examples on the above: Forton Character Level: 5 Monk Class: 4 Fighter Class: 1 What happened here was, Forton was a Monk up until level 4, but with a camp function (such as above) you manage your party at Camp and tell Forton "I want you to be a Fighter instead". From that point, Forton gains "Fighter"-levels, so when he becomes "Level 5" he gets 1 Fighter Perk. Or at the next camp session you can say "No go back to Monk", and in turn Forton would look like this. Forton Character Level: 6 Monk Class: 5 Fighter Class: 1
-
Could a high level bow generate its own arrows magically or whatnot? A Necromancer Ranger, like Varus, in a sense. A quiver that generates (over time) Ice Arrows, or having a quiver (like a gourd) that seeps of fire, that the Archer can simply dip their fingers in and pull out a full fire arrow. If [Torch] is in P:E, then holding 1 Fire Arrow could act as a Torch.
-
Thank you for your answers, this is the one I wanted to as more about. It is still possible to animate two entities individually and have them fight a battle, looking visually like a battle? Looking like an animated movie, but animated "actors". It'd most definitely blow the budget, but it is possible? Because P:E isn't Batman (Player skill) could animations purely be character animation? Are you having any thoughts on an animation mechanic that fulfills the animation before your character takes an action? In this scenario: Bandit: Attacks character Player: Player clicks somewhere else to move away the character from the attack. Bandit: Attack finishes, then Character moves. I believe that could give more freedom to the animators to do a little what they want with combat, and add tactical situations. Specially in the case of "Do I want to engage this?" scenarios. Would you engage the Ogre if you'd be "locked" in animation during the Ogre's attack and have to wait for the animation frame of the Ogre to finish before your character runs away? So in a sense, a little bit turn-based. Though, aren't dice rolls turn-based anyways? Again, the question stands "Is it possible?". Early on, one of the Developers (Tim Cain I think?) said something about "How do you grapple a Centaur?" that is all fine and dandy in my opinion, but how do you fight a Centaur? My thoughts are generally on a "realistic" combat, which I believe could work very well with parameters such as "Dice rolls". I see so many triggers that a 3D programmer and animator could use. Is this realistic to create with technology today? Or am I being naive on how easy it could be to model & animate an isometric combat? Why am I curious? Wizard duels, based on what "styles" of fighting you activate, your Wizard could breathe fire, in a struggle of dice rolls, against another Wizard that breathes ice. And you, as the player, simply gets to sit back and hold your thumbs that you will win the struggle of dice rolls. I can think of pretty much every single class, weapon, item, affecting dice rolls as well. So it could be like the Player simply "inserting" assets into the fight to change it into their favor. Like a Chef adding flavorful and spicey ingredients to an already interesting dish Is this a possible reality with today's technology? EDIT: Finally, is it possible to animate two entities as "one body" rather than "two bodies". So Gladiator vs Gladiator becomes a fight between Gladiators normally, adding in "special attack" continues the animation to that attack and the opponent reacts to it or takes a hit? If Mortality is a Big Business on Hard (this is on design I think), could that single hit be what determines the end of the battle? And Stamina as a resource would be what keeps the "fight alive" so to speak? As for "Blocks", there could be "passive" abilities that trigger the Fighter, so that he reacts based on a dice roll and defends (without Player intervention) a special attack by the enemy. Remember: Bandit: Special Attack Player: Clicks character to go elsewhere. Bandit: Attacks first, Character moves later. Or, the passive makes your character react (due to dice roll) and blocks the special attack. Yeah anyways, I'll stop advocating this idea after this post. Just curious as to what works, and what doesn't work both in today technology and P:E.
- 108 replies
-
- Mark Bremerkamp
- Animation
-
(and 1 more)
Tagged with:
