Knights of the Lunch Table Forums

Video Games => KotLT Game => Topic started by: Hermit Solmu on July 06, 2007, 08:38:38 am



Title: The Camera Angles is Over the Shoulder
Post by: Hermit Solmu on July 06, 2007, 08:38:38 am
It's over the shoulder. Go away.


Title: Re: Mocks for the KotLT Game
Post by: BlazingWyvern on July 06, 2007, 09:34:56 am
I like the Over the Shoulder view the best for a few reasons. Although camera angles might be a problem, it opens up a few more possibilities. Platforming is a bit better if you're moving in a 3-Dimensional world, not a 2-Dimensional World. Plus, you can introduce air-combat for more of an action-rpg game, just to give combat more possibilities for it's low amount of controls. To get around the whole camera issue, players could probably get Universal Controllers and use that as an easier way to press buttons while being able to control the camera.

As a suggestion, (although this would be difficult to animate) people can pick out their fighting style. For example, at level 1 they will be given a basic combo starter. At level 4 or so, another combo is opened up that may be added to that player's combat style. Also, completing certain quests and such could give you abilities that you could add to combos. Hotkeys could also help out this situation. Just hit 3 for a defensive style, or 2 for a full-frontal attack.

I enjoy being able to move around freely in a full, 3-Dimensional world, and Over the Shoulder is the best for getting the full experience.


Title: Re: Mocks for the KotLT Game
Post by: Level_9_Chao on July 06, 2007, 12:37:34 pm
I picked side scroller cuz I thought it was gonna be kinda like smash. And also 2D. Is it still? Like Smash but with HP so we don't get sued.

Also we need Tomas Kalnoky as a character.


Title: Re: Mocks for the KotLT Game
Post by: Hermit Solmu on July 06, 2007, 12:40:06 pm
I like the Over the Shoulder view the best for a few reasons. Although camera angles might be a problem, it opens up a few more possibilities. Platforming is a bit better if you're moving in a 3-Dimensional world, not a 2-Dimensional World. Plus, you can introduce air-combat for more of an action-rpg game, just to give combat more possibilities for it's low amount of controls. To get around the whole camera issue, players could probably get Universal Controllers and use that as an easier way to press buttons while being able to control the camera.

As a suggestion, (although this would be difficult to animate) people can pick out their fighting style. For example, at level 1 they will be given a basic combo starter. At level 4 or so, another combo is opened up that may be added to that player's combat style. Also, completing certain quests and such could give you abilities that you could add to combos. Hotkeys could also help out this situation. Just hit 3 for a defensive style, or 2 for a full-frontal attack.

I enjoy being able to move around freely in a full, 3-Dimensional world, and Over the Shoulder is the best for getting the full experience.

Yeah, that's why I haven't gotten rid of it.

I plan to do the combat so that the numpad gives you access to everything. So, weapon changing, attacking, that sort of thing. It would be like this. The top row (7, 8, and 9) would be the high attacks. Like a downwards vertical or a high kick. 8 would be straight down, and 7 and 9 would be left and right, respectively. So you would have 3 high attacks there. The same concept would be applied to the middle and lower rows. I'm working on a system where I can make every attack can flow into the next, making for 9 button endless combos. Woot. Blocking would follow the same system, except while blocking you hold the 0 button on the bottom of the numpad, then press the direction that you wanna block. I have fleshed this out a bit, but that's for a different discussion.

However, this system only accounts for melee combat, not firing a bow or shooting a gun. Over the shoulder, the only way for a gun to make sense would be to use the mouse to aim. I dunno if it really makes sense to have to switch between the numpad and the mouse. Topdown, you can merely rotate your character in the general direction of the thing you want to die, and a lock on system can take it from there.

Ideas?

EDIT: Nah, I'm kinda moving away from the Smash idea. Side scroller doesn't really allow any of the deep combos to happen. I'm hoping this will be kinda like Zombie Revenge, or Gauntlet: Dark Legacy.


Title: Re: Mock Camera Angles for the KotLT Game
Post by: BlazingWyvern on July 06, 2007, 03:52:07 pm
For ranged attacks you should have a lock-on system. The numpad can be used for minor aiming, like leading, or aiming for the head, or trying to disable a leg.
Also, if we're going to have leveling up and stats, a higher accuracy/ agility can account for how easy it is for you to shoot someone.

If you'd like for me to explain my numpad idea, just let me know, unless you already understand it.


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Hermit Solmu on July 08, 2007, 05:36:25 pm
For ranged attacks you should have a lock-on system. The numpad can be used for minor aiming, like leading, or aiming for the head, or trying to disable a leg.
Also, if we're going to have leveling up and stats, a higher accuracy/ agility can account for how easy it is for you to shoot someone.

If you'd like for me to explain my numpad idea, just let me know, unless you already understand it.
Nah, I get it.

The only reason I don't like over the shoulder is that, if the numpad is used, you can't use the mouse to get a 360 view. Maybe I can do over the shoulder, yet a little bit raised, so you can see a bit behind the character.


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Petroid on July 29, 2007, 08:49:38 pm
Quick question, will it work for mac if not I'm trying to buy a computer, with decent stuff on it. And how far our you on the game? I didn't read most of the posts but is it a RPG? Or any other info you want to tell me about, go ahead I am curious.


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Level_9_Chao on July 29, 2007, 09:12:51 pm
Quick question, will it work for mac if not I'm trying to buy a computer, with decent stuff on it. And how far our you on the game? I didn't read most of the posts but is it a RPG? Or any other info you want to tell me about, go ahead I am curious.

Usually when somebody puts it on both Mac and Windows, they need to do extra code mess arounding and stuff. Not even great overlord TomoHASHone can comprehend the power of apples.

OR CAN HE


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Hermit Solmu on July 30, 2007, 08:46:44 am
Quick question, will it work for mac if not I'm trying to buy a computer, with decent stuff on it. And how far our you on the game? I didn't read most of the posts but is it a RPG? Or any other info you want to tell me about, go ahead I am curious.

Usually when somebody puts it on both Mac and Windows, they need to do extra code mess arounding and stuff. Not even great overlord TomoHASHone can comprehend the power of apples.

OR CAN HE
Most likely not. :D

Also, I have like 5 models done, and I'm working on the movement/control system. It is an action RPG.


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Petroid on July 30, 2007, 09:04:17 pm
So that's a negative for macs?


Title: Re: Mock Camera Angles for the KotLT Game
Post by: BlazingWyvern on July 31, 2007, 02:13:15 pm
Not even great overlord TomoHASHone can comprehend the power of apples.
It's easy to comprehend since it's so terrible...

Whenever you say you have 5 models done, do you mean characters? or what?
Also, if you plan on going to that camp next year, they have a 3-D Game Design course that looks pretty cool. Someone made a game where you had to "Make your way into 5atan's stronghold".


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Zro on July 31, 2007, 03:20:24 pm
Quote
"Make your way into 5atan's stronghold".
Doom..?


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Petroid on July 31, 2007, 05:50:54 pm
Apple's don't suck, you know you don't have to choose one or the other. Apples are good and so are windows. But just for your entrainment here's a funny thing...

Steve: Hey Bill.
Bill: Hey Steve, still use a mac?
Steve: Yeah, I guess your still a windows guy.
Bill: Yeah, hey what's that?
Steve: That's my ihouse.
Bill: But there's no windows.
Steve: Exactly ****!!!!!


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Hermit Solmu on August 01, 2007, 08:51:56 am
Apple's don't suck, you know you don't have to choose one or the other. Apples are good and so are windows. But just for your entrainment here's a funny thing...

Steve: Hey Bill.
Bill: Hey Steve, still use a mac?
Steve: Yeah, I guess your still a windows guy.
Bill: Yeah, hey what's that?
Steve: That's my ihouse.
Bill: But there's no windows.
Steve: Exactly ****!!!!!
Apples are good. Windows are better and they cost less. I don't see the hard part.

Also, a model is a 3d figure. Pretty much, I have the base character pretty much done, some obstacles like buildings, a tank, and a tree.

:D


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Level_9_Chao on August 01, 2007, 09:44:20 am
Apples are good. Windows are better and they cost less. I don't see the hard part.

Also, a model is a 3d figure. Pretty much, I have the base character pretty much done, some obstacles like buildings, a tank, and a tree.

:D

Am I a chao?

If not, fail.


Title: Re: Mock Camera Angles for the KotLT Game
Post by: Hermit Solmu on August 01, 2007, 04:14:47 pm
Am I a chao?

If not, fail.

Nope, everyone looks like the character that they gave me. 'Cause I told them all to so they did.

>.>

In all seriousness, I've only gotten sketches from NSM and ASIAN. I never told Blaze. But I need sketches from everyone. Actually, I'm gonna make a new thread for that.