Teknopathetic said:
Core407 said:That's still not true first person melee combat, though. You're not controller all 3 variables are you?
scooby_dooby said:The FPS combat in riddick was done extremely well, with a great feeling of perspective. The answer to your question is perspective, it's hard to get right, and it's hard to make it feel real because you can't see your body....unless you implement it like riddick.
Without having played the game, how can you really comment on 'what we have seen so far?' You haven't even seen the best there is to offer currently.
Matt_C said:Only if you can grapple in Dark Messiah of Might and Magic
Seriously, why hasn't grappling been implimented in an FPS, besides of the crappy collision detection in most games?
I would like to toss people around in a death match setting or at least in the regular game. Not as much as doing a jump kick or a body slam to cause air damage.
Is Oni that good for a PC game and will it work in Windows XP?
Wafflecopter said:[/B]
?
Is Oni that good for a PC game and will it work in Windows XP?
Matt_C said:I meant to say that in first person mele combat, why hasn't there been grappling at all in those games, like tossing a guy arround. I was trying to make a sly reference to implimenting some Gunstar Heroes gameplay into the first person format.
The last FPS like game that did some major combat including grappling (from what I've read) was the PC version of Oni.
Matt_C said:Only if you can grapple in Dark Messiah of Might and Magic
Seriously, why hasn't grappling been implimented in an FPS, besides of the crappy collision detection in most games?
I would like to toss people around in a death match setting or at least in the regular game. Not as much as doing a jump kick or a body slam to cause air damage.
mr jones said:I think I read a Game Developer a while back that talked about the complexity of collision detection. I'm not going to try to explain it all because, honestly, I'll sound idiotic because I'm not a coder.
However, I do remember reading about how complicated / processor intensive it would be to have polygon range detection, instead of bounding boxes. This is where you have a mesh that is basically a low-poly invisible clone of your 3D model, surrounding the object like a very very close, dynamic bounding box.
Then you have to take your character's range of motion, and the AI of your opponent into consideration. Is your enemy going to be able to duck a punch that you swing? Can your opponent block a kick, then counter? Is he able to lunge at you? Can he pull a gun on you?
How about the animation and control of your character? When you're hit in the side by a 2x4, does it make you stagger, temporarily unable to control your character? If another opponent attacks you while you're sqabbling with another enemy, how are you able to control blocking/attacking multiple opponents?
Barnolde said:This post is just reaffirming the awesomeness that is Breakdown, Riddick and Condemned![]()
TeTr1C said:And is it me or does, say, the "B" button suck for melee in games such as Halo 2? What about when they're running around you and you're trying to turn with the right analog stick and press B at the same time? It sucks. LB or RB FTW.
platypotamus said:One of the biggest problems with doing melee in first person has to do with camera and field of view. What's the normal FOV on most FPS games? 60 degrees? Maybe 90 degrees? You've got a nasty case of tunnel vision--most humans have approximately 200 degrees of vision, and that's without even turning their heads!
This works out ok with FPS games for gunning, because you generally are at shooting at something at range... so that 90 degrees is significant due to the range to the target. With melee, your opponent literally has to be directly in front of you, or you can't see them. Literally, someone two feet in front of you, but three feet to your right won't be on screen as he is roundhouse kicking you in the face.
So any sort of chaotic brawler with multiple opponents who move around and try and flank you or anything becomes a nightmare for the player.
Some sort of one on one dueling/boxing type game could probably be FPS style pretty easily, but anything involving multiple fast combatants takes a ton of effort just to tackle this basic issue.
That doesn't even really consider the fact that some of the most enjoyable part of melee combat in games comes from seeing your character do outrageous attack animations or movements that are generally wasted in first person.
platypotamus said:One of the biggest problems with doing melee in first person has to do with camera and field of view. What's the normal FOV on most FPS games? 60 degrees? Maybe 90 degrees? You've got a nasty case of tunnel vision--most humans have approximately 200 degrees of vision, and that's without even turning their heads!
This works out ok with FPS games for gunning, because you generally are at shooting at something at range... so that 90 degrees is significant due to the range to the target. With melee, your opponent literally has to be directly in front of you, or you can't see them. Literally, someone two feet in front of you, but three feet to your right won't be on screen as he is roundhouse kicking you in the face.
So any sort of chaotic brawler with multiple opponents who move around and try and flank you or anything becomes a nightmare for the player.
Some sort of one on one dueling/boxing type game could probably be FPS style pretty easily, but anything involving multiple fast combatants takes a ton of effort just to tackle this basic issue.
That doesn't even really consider the fact that some of the most enjoyable part of melee combat in games comes from seeing your character do outrageous attack animations or movements that are generally wasted in first person.
scooby_dooby said:Here's some melee in riddick:
http://www.gamespot.com/pages/video_player/popup.php?sid=6099379&pid=919755
sp0rsk said:This is what i wanted to read, was that too hard people?
with this said, the way wii fps games control this COULD be a simple solution to the FOV problem. I dont know until games actually come out though.
platypotamus said:Heh, thanks.
I'm not sure about the Wii control being a solution...
On the one hand... mouse-level view changing seems possible, so long as you have some sort of "reset" button that acts as if you have picked up the mouse from the mouse pad (I think I saw a thread with you guys talking about that awhile ago...). Also, not being a keyboard and mouse makes it conceivable that cool melee combos could exist (I can't think of any PC games that had truly awesome melee with a keyboard and mouse?). So it seems like a good combo of the strengths of the PC's FPS controls with the console's melee controls.
On the other hand, you've still got that same FOV, so even with the hopefully good camera control, it would still be difficult/impossible to keep multiple opponents on the screen simultaneously, which means that unless it's an old school ninja movie licensed game where everyone takes turns attacking the player, I think you'd still see some of the same problems.
Unless of course the Wii is coming with that Helmet Visor thing or the R2D2 holographic projector that I see so many of you people posting about at times.... :lol
sp0rsk said:This is what i wanted to read, was that too hard people?
Daigoro said:oh! you wanted to read that you are correct, not that there are FPS games with good meele in it.
why didnt you just say so?
XiaNaphryz said:Do lightsaber battles in the Jedi Knight games count as melee?
Phobophile said:You'd be a fool to use your saber in first-person in JK2:JO or JA.
Barnolde said:But in the good Jedi Knight game, it was usable in first person.
Ristamar said:Are you implying JO and JA were bad, or at least worse, than JK? :lol
Regardless, in terms of lightsaber combat, JO and JA were inarguably far superior.