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InsideQC Forums • View topic - Swordplay game

Swordplay game

Discuss programming in the QuakeC language.

Moderator: InsideQC Admins

Which swordplay system suits you?

simple clicking (Heretic/Hexen/Diablo)
1
25%
draw sword trajectory/realistic path tracing (Die By The Sword)
2
50%
click & keypress to do combo (Ultima Undr?/Arx Fatalis/Dark Messiah Of M&M)
1
25%
point & click (System Shock 1,2)
0
No votes
 
Total votes : 4

Swordplay game

Postby daemonicky » Fri May 13, 2011 3:43 pm

Hi. I am going to make a swordplay game. I dont want to make too much mistakes so I will post my decisions and ask for help if I need something.

And I will post my prototypes, so others can learn. :)

1st decision - have sword as separate entity
-----------------------------------------------------
A) I know Quake knight monster has simplistic traceline test whether he hist enemy. It is simple and I guess it works.
B) I want to make sword as separate entity not as usual model glued to character like weaponst and move it at will (it can then have more physics which might be nice).

2nd decision - movement of a sword
----------------------------------------------
I thought about copying something from Dark Messiah (Arx Fatalis had almost the same movements), Thief and Die By The Sword. I want to try to make trajectory and then test whether sword hits something. I will see how will work on some sparing partners (entities) ...

3rd movement description
-------------------------------
I want to make it easy for me to write it. And possibly for my girlfriend. :) How to best describe movement from Quake C so it is easy to grasp for a human? I thought about having axis angle, but axis might be problem. So I looked at wiki. There are basically three :
A) cartesian (distance, distance, distance) ........ no thanks
B) cylindrical (angle, distance, distance) ........ it seems reasonably readable for human
C) spehrical (angle, angle, distance) ......... maybe
So I am going to stick with B or C.

I know I could make it in some 3D studio. Hmm ... maybe I will. :) Or i could make a tool in quake or use Die By The Sword Tool ... I will see...

Questions
----------------------------
Is it correct to call one cartesian coordinate radius instead of distance?
Does anyone have experience with making swordplay game?
Did someone make some swordplay game and posted insights?
Is there any paper about game swordplays?
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Postby siska.robert » Fri May 13, 2011 4:25 pm

Do you know fight system in Mount & Blade series? I think it's the best melee controls ever!

Btw: Kudos for making sword game! I was trying make medieval mod too (I even made sword and bow...), but lost passion later.
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Postby frag.machine » Sat May 14, 2011 12:47 am

If you're mentioning Diablo, you're meaning a 3rd person view. I remember the sword combat system in Oblivion being a bit clunky, but it was interesting because was in first person.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby daemonicky » Tue May 17, 2011 9:00 pm

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Postby siska.robert » Wed May 18, 2011 6:33 pm

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Postby daemonicky » Wed May 18, 2011 8:37 pm

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Postby siska.robert » Wed May 18, 2011 10:29 pm

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