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Motion-sensitive lightsabers coming to Wii.

The Sphinx said:
I've thought since they announced the Wii controller that Bushido Blade was the best model for this.

Until swords collide. Then you're fucked.

Evangelion-style mech games would be better IMO, as when their swords collide, they dramatically knock each away very far and then have to attack again. It's more like jousting in mid air really.
 
Make it bioshock spec with force powers controlled by flicking the nunchuck. Shooting and sabreing with the wiimote.
 
boutrosinit said:
Basically, you can't have sword clashing that works. Here is why:

1. When you collide onscreen, you don't offscreen, so there is a disconnect as your arm has gone all teh way and the arm onscreen has bounced back into neutral

2. If collision onscreen causes the characters to fly back from one another, then there is time to go back to neutral

Exactly. And this is exactly how collisions CAN work. This is the way 1:1 sword combat can work...

You have TWO sabers. One that is virtual, one that is physical. The physical saber is the one that is interacting with the game world colliding against objects in the game world, hurting enemies, etc. The virtual saber is the 1:1 mapping. During normal instances the virtual and physical sabers match exactly, and thus you have 1:1 control. In the case of a collision there can be a BREAK between the synchronization. In this case you could show the virtual saber very faintly to show the person how they have to adjust their Wiimote to line back up and synchronize with the physical. Once they've synched up they regain control of the physical saber.

Two game design corollaries come out of this.

1. Advanced users can opt to NOT show the virtual saber at all making things more hardcore/realistic. And use their brain/imagination to simulate the collision themselves. This would actually work better than you think.

2. The consequences for making wild actions would be built into the control mechanism! If you take a big swing and get blocked then PHYSICALLY it's going to take your arms longer to synch up, so intrinsically there is a risk/reward mechanism in the combat.

Smart systems could also use the Wii pointer to aid in motion tracking.
 
Shard said:
Gundam games are a good barometer for anything.

Well, the saber combat looked pretty good in the game, actually. I believe sword clashes were handled by button presses to break a lock. Not bad really, an a whole lot more realistic an expectation than what some are hoping for. Games gotta be fun in the end. They should do whatever it takes to make it so, and don't get wrapped up in an overly ambitious and ultimately flawed swordfighting model just to please the unrealistic expectations of some fans.
 
Omar Ismail said:
Exactly. And this is exactly how collisions CAN work. This is the way 1:1 sword combat can work...

You have TWO sabers. One that is virtual, one that is physical. The physical saber is the one that is interacting with the game world colliding against objects in the game world, hurting enemies, etc. The virtual saber is the 1:1 mapping. During normal instances the virtual and physical sabers match exactly, and thus you have 1:1 control. In the case of a collision there can be a BREAK between the synchronization. In this case you could show the virtual saber very faintly to show the person how they have to adjust their Wiimote to line back up and synchronize with the physical. Once they've synched up they regain control of the physical saber.

Two game design corollaries come out of this.

1. Advanced users can opt to NOT show the virtual saber at all making things more hardcore/realistic. And use their brain/imagination to simulate the collision themselves. This would actually work better than you think.

2. The consequences for making wild actions would be built into the control mechanism! If you take a big swing and get blocked then PHYSICALLY it's going to take your arms longer to synch up, so intrinsically there is a risk/reward mechanism in the combat.

Smart systems could also use the Wii pointer to aid in motion tracking.

It's not as simple as it sounds. Basically, if you're willing to put up with the teething stage of this compromise, the game can be enjoyable. Problem is, a lot of purists with high-expectations just want put up with it.

Action pacing is also a big challenge.
 
GDGF said:
The new(ish) Gundam game for the Wii has lightsaber combat. How does collision work in that ?
It works like this.

Waggle = swing beam saber/heat hawk
Waggle faster = swing faster
In the case of collision, waggle like mad.

The beam saber controls are very simple a la Twilight Princess where a swing in a certain direction does not equal what's on screen. Still fun regardless considering how fast the game is.
 
Sweeeeeeeeeeeeet.

The speaker bits are gonna be dope. Correct me if I'm wrong but don't lightsabers cut through everything anyway? Other than other sabers obviously. I don't care how they work it out. Combine saber action with a PSI-Ops style physics system to chuck stuff at uglies and I'm sold.
 
Xapati said:
You think the Wii is remotely capabable of doing that? Heck even if it did have the processing power to do this, it wouldn't work. What's up with movements where you would cut yourself? What with cutting walls? Without force feedback it's gonna feel weak and gimmicky. And reality is most people want lightsaber battles. Face it people, this is gonna be a mediocre, gimmicky game with pre-canned animations.
OMG ^^, you played Berserk for PS2 ? You know you can make Bodyparts which will look cool, you've ever played StarWars JediKnight ? They hade a nice effect when the lightsabre hits environment, these things could be made without a problem. You don't need much power for that.

Face it, you're an trolloholic :D

WarioWare had a cool effect, nobody played Gundam 0079 on Wii? They had neat sword fighting: http://www.youtube.com/watch?v=8Lmg17Yc5uk for ex. and a cool feature when you play multiplayer. When you and your opponent's melee-weapons hit another you're in a waggle-till-you-die mode, were the one who waggles harder and faster wins, basically it's 2 bar with to colorfilling :D It was really funny because when you play after 1 round, you'll fall in your chair and sleep ;). You really need alot of muscles to play that longer :lol. Problem is there are barely any videos on youtube for that game. It was the only gundam game I really liked, thx to the WiiMote control scheme.

So actually there could be cool ideas for light-sabre duells. For ex. just like in Gundam, if 2 light-sabres hit togehter in the opposite direction (horizontal vs. vertical and vice-versa) you enter a mode where you could perform precies gestures or just waggle and so on, which will then translate in an animation for example or whatever. Problem with Gundam was, that it happened to often and after sometime, you really ask yourself if just grabbing a piece of plastic and just hit the air with all your might and beating the crap out of it is everything you want for gameplay :lol

GDGF said:
The new(ish) Gundam game for the Wii has lightsaber combat. How does collision work in that ?
Ahh somebody already mentioned it :D basically, you lock on enemies and just do a swing-down/left/right or up motion, which could be better, but actually you can slice up arms and so on. Actually it feels very good but you have to be to precise for vertical/horizontal motions, actually the game clearly doesn't had that big production costs.

But again, they used gesture system. 1:1 could maybe with some restrections be done, you actually also have it in WiiBaseball if you forgot it. IMO a third-person with a mixture of gesture and 1:1 could be cool and not that hard to be done.

A StarWars : Jedi Knight like Thirdperson Lightsabre fighting should be no problem with a good mixture, they just need to make the gameplay allright.
 
E-phonk said:
So easy to solve in gamedesign:
Gamerules:

1. don't fight other lightsabers..
2. You can cut through anything.

#1 is a given, but they could work on #2 a bit.
If they are making a whole new lightsaber controller, they could have a much stronger vibration motor+battery, which could simulate variable resistance. IE cutting through a blast door is difficult and rumbly vs slicing through a body(hot knife through butter).

Maybe instead of the subwoofer bass that came with force powers in the movies, it could be rumble from the controller too.
 
E-phonk said:
So easy to solve in gamedesign:
Gamerules:

1. don't fight other lightsabers..
2. You can cut through anything.

1. Not acceptible. Fans will want lightsaber duels. I think there's compromises that will need to be made but as long as it's fun and the most satisfying lightsaber controls yet, most should be happy. It sure as hell should be better than any of the FPS efforts prior. I think that a simple vibration and sound effect from the wiimote could suffice for "feedback".

2. If you want "realism" which is the reason why you mentioned not doing lightsaber duels then the density of the material being cut will need to be factored in here. If you are cutting into the thick hull of a ship it is not going to be the same as cutting through fabric. Like my comment above, compromises will surely need to be made.

Ultimately people shouldn't set their expectations so high on this idea or arbitrarily limit ideas/gameplay for the sake of realism.
 
There's a simple fix for sword combat. If two swords strike each other while attacking, then the swords become locked together and it becomes a wagglefest to see who can push the other back. If one sword parries another sword, then the parried fighter goes into a short stun animation. I'm pretty sure this is generally how it works in Dynasty Warriors.
 
Lucas Arts should investigate the possbility of Guitar Heroing this. Put it on everythign known to man but use a pack in peripheral, use the Wiimote on the Wii and a peripheral for all the other versions.
 
I think the whole collision issue is a much smaller issue than people are making it out to be. When it comes to colliding with objects and walls, previous games (like Jedi Knight) have handled it fine. The lightsaber just passes through the object with sparks accompanying the impact.

Even lightsaber to lightsaber collision isn't a big deal. The lightsabers just need to deflect off each other when they make contact in order to stay in sync with the remote. This is exactly what happens when swords clash and the swordsmen continue to follow through, the swords meet, but grind past each other along the same path. Obviously, locking would be impossible, but lightsaber contact would still work.
 
Even though the premise of this is really cool.. I cannot help but feel that the Wii has way to many peripherals coming.
 
kame-sennin said:
I think the whole collision issue is a much smaller issue than people are making it out to be. When it comes to colliding with objects and walls, previous games (like Jedi Knight) have handled it fine. The lightsaber just passes through the object with sparks accompanying the impact.

Even lightsaber to lightsaber collision isn't a big deal. The lightsabers just need to deflect off each other when they make contact in order to stay in sync with the remote. This is exactly what happens when swords clash and the swordsmen continue to follow through, the swords meet, but grind past each other along the same path. Obviously, locking would be impossible, but lightsaber contact would still work.
O RLY?

spaceballs.jpg
 
Isn't this a bit of a misleading thread title and a 'duh' topic?
We have known this for a while, but talk is cheap and promising the world doesn't make it happen.
I do not have the faith yet that they can do a game ground up with lightsaber combat in mind and still make it an all around good experience.
Lego was a good start though the game itself was already there and the combat was just frosting.
 
I have to explain this every time.

Your motions are fully represented in the game world, but you don't hold the lightsaber, you hold the intentional light saber. Normally they are the same. but when the game saber makes contact, the difference between them (game saber vs. intentional) is represented by an elastic vector force that seeks to bring the two back together.

So, you swing in real life, the game saber is blocked. The distance beyond that is registered as a force you are applying to the saber. When the obstruction is moved, the game saber re-joins the intentional saber.

Need a diagram?
 
Kuramu said:
I have to explain this every time.

Your motions are fully represented in the game world, but you don't hold the lightsaber, you hold the intentional light saber. Normally they are the same. but when the game saber makes contact, the difference between them (game saber vs. intentional) is represented by an elastic vector force that seeks to bring the two back together.

So, you swing in real life, the game saber is blocked. The distance beyond that is registered as a force you are applying to the saber. When the obstruction is moved, the game saber re-joins the intentional saber.

Need a diagram?
yes, please.
 
When your lightsaber hits another lightsaber, the rumble and sound effect kick in. At that point, your weapon is "locked" against the other, and all of your gestures will be ignored except one to pull the lightsaber away and break the connection.
 
Jonnyboy117 said:
When your lightsaber hits another lightsaber, the rumble and sound effect kick in. At that point, your weapon is "locked" against the other, and all of your gestures will be ignored except one to pull the lightsaber away and break the connection.

No, read what I wrote, it would apply a force. And you could push on the other saber. Add whatever coefficient of friction a saber has and you can have sliding down to the hilt too.
 
Haunted One said:
yes, please.

Actually, it's easy to imagine if you have ever used flash to make something trail your cursor. Imagine using a simple elastic force between your cursor and a ball that trails behind. Flash can't stop you from putting your cursor anywhere you want, but it can block the following ball. then have the ball push in the direction of the cursor with a force proportional to the distance between them. If the blocking objects have weight, you will be able to push them.
 
boutrosinit said:
Basically, you can't have sword clashing that works. Here is why:

1. When you collide onscreen, you don't offscreen, so there is a disconnect as your arm has gone all teh way and the arm onscreen has bounced back into neutral

2. If collision onscreen causes the characters to fly back from one another, then there is time to go back to neutral

3. So parry and collision-based swordplay is out

4. If it's kendo style (one hit win), then that's doable

5. Bushido blade is also doable, as long as sword collision portion is fixed in the above way


Or in a way I've not personally sussed yet.

Basically, without collision, sword combat is heavily flawed, so essentially, Wii sword games would have to be 'cut through everything', 'bounce far back at moment of collision' or 'instant kill' to work IMO.

Picardnotagain.gif
 
so why is everyone reacting to this like it's an official announcement? there's a quote from the lucasarts guy saying "just a taster" and people assume there's some uber-awesome full fledged jedi lightsaber wii-exclusive game. for all we know, there could be another lego star wars game coming or something. :P
 
Why, why, why are people anticipating this? Has lucasarts EVER made a good action game? :|

As for controls, a Wii-sports style mix of 1:1 and gestural is the way to go. Slices really do have to be gestural (analogue gestures are fine, though). Maybe defense could be "teh on3-on3", with tilt determining the angle your sword is held at to block attacks.It would be reliable, at least. And I think the problem about lack of force feedback is the kind of poo-poo that sounds bad in your head, but doesn't actually matter in practice. Like how before Wii came out everybody worried about how scratching their butts would mess up their game. Nobody's gonna give a crap if their in-game lightsaber bounces off something but the wiimote doesn't.

edit: agree with keramu and kame-sennin.

And everybody should keep in mind that, considering the wiimote's technology, attacks really do have to be gesture-based.
 
I really don't think the "sword collision dooms 1-to-1" problem is really as bad as a lot of you guys seem to. To some extent, it just shows a lack of imagination on your parts.

Yes, technically speaking it can't be "true" 1-to-1 100% of the time. But videogames have always been (and probably always will be) about faking things. You can suspend 1-to-1 for collisions, then slide back into it once the collision is over.

How you go about that "slide" is another story, as there are a number of options (and I'm not sure what the best one is), but it's not as though it's a huge problem that renders all thoughts of 1-to-1 control null and void. It just requires some creativity, which is admittedly something that's been lacking in most Wii efforts.
 
Haunted One said:
yes, please.
I think I see what he's getting at, so here's a High Technology image I've created with a few scenarios. On the left is the remote's real world angle, on the right in the rectangle is the on-screen angle.

20070912lightsaber.png

Situation one: Remote tilted, lightsaber tilt pretty much matches it.

Situation two: Remote held straight, lightsaber pretty much matches it. But say that at this position you're up against another lightsaber and shouldn't be able to tilt toward it, leading to...

Situation three: You've tilted at what would be an impossible angle for the lightsaber to match. The red covers this "angle of impossibility", which the game could then interpret as variable extra force being applied to the saber..
 
boutrosinit said:
Basically, you can't have sword clashing that works. Here is why:

1. When you collide onscreen, you don't offscreen, so there is a disconnect as your arm has gone all teh way and the arm onscreen has bounced back into neutral

2. If collision onscreen causes the characters to fly back from one another, then there is time to go back to neutral

3. So parry and collision-based swordplay is out

4. If it's kendo style (one hit win), then that's doable

5. Bushido blade is also doable, as long as sword collision portion is fixed in the above way


Or in a way I've not personally sussed yet.

Basically, without collision, sword combat is heavily flawed, so essentially, Wii sword games would have to be 'cut through everything', 'bounce far back at moment of collision' or 'instant kill' to work IMO.

People often say that, but I disagree. An important part of using a sword in a duel is controlling your swing. You don't go all out on every attack, especially when you're most certain to be blocked. Anyone who does that won't have time to recover before their opponent counterattacks..., which hopefully will teach them to stop doing that sort of thing until there's an opening in their opponent's defense. It's not as if every attack has to be balls to the wall, cut their fucking head off.

Now, if it's warfare, then yeah, you swing as hard and as fast as you can. Aiming isn't really that important.
 
Omar Ismail said:
Exactly. And this is exactly how collisions CAN work. This is the way 1:1 sword combat can work...

You have TWO sabers. One that is virtual, one that is physical. The physical saber is the one that is interacting with the game world colliding against objects in the game world, hurting enemies, etc. The virtual saber is the 1:1 mapping. During normal instances the virtual and physical sabers match exactly, and thus you have 1:1 control. In the case of a collision there can be a BREAK between the synchronization. In this case you could show the virtual saber very faintly to show the person how they have to adjust their Wiimote to line back up and synchronize with the physical. Once they've synched up they regain control of the physical saber.

Two game design corollaries come out of this.

1. Advanced users can opt to NOT show the virtual saber at all making things more hardcore/realistic. And use their brain/imagination to simulate the collision themselves. This would actually work better than you think.

2. The consequences for making wild actions would be built into the control mechanism! If you take a big swing and get blocked then PHYSICALLY it's going to take your arms longer to synch up, so intrinsically there is a risk/reward mechanism in the combat.

Smart systems could also use the Wii pointer to aid in motion tracking.




the other guy had a good solution. if they make them collide. your charecter gets thrown back and down off screen. when he stands back up it registers where your wiimote is and brings the sword to that placement.

solved...
 
I dont think this will be full blown motion sensing though. I bet its something dumb like wiggle for slice or something.
 
StranGER said:
the other guy had a good solution. if they make them collide. your charecter gets thrown back and down off screen. when he stands back up it registers where your wiimote is and brings the sword to that placement.

solved...
Isn't blocking incoming attacks supposed to be rewarding for players? I know I'd get pissed off if every time I blocked I get knocked back/down. That's stupid.
 
StranGER said:
the other guy had a good solution. if they make them collide. your charecter gets thrown back and down off screen. when he stands back up it registers where your wiimote is and brings the sword to that placement.

solved...

...wtf :lol
 
Omar Ismail said:
Exactly. And this is exactly how collisions CAN work. This is the way 1:1 sword combat can work...

You have TWO sabers. One that is virtual, one that is physical. The physical saber is the one that is interacting with the game world colliding against objects in the game world, hurting enemies, etc. The virtual saber is the 1:1 mapping. During normal instances the virtual and physical sabers match exactly, and thus you have 1:1 control. In the case of a collision there can be a BREAK between the synchronization. In this case you could show the virtual saber very faintly to show the person how they have to adjust their Wiimote to line back up and synchronize with the physical. Once they've synched up they regain control of the physical saber.

Two game design corollaries come out of this.

1. Advanced users can opt to NOT show the virtual saber at all making things more hardcore/realistic. And use their brain/imagination to simulate the collision themselves. This would actually work better than you think.

2. The consequences for making wild actions would be built into the control mechanism! If you take a big swing and get blocked then PHYSICALLY it's going to take your arms longer to synch up, so intrinsically there is a risk/reward mechanism in the combat.

Smart systems could also use the Wii pointer to aid in motion tracking.

That genius! Also you'd have force feedback for each collision so as soon as people feel it they know to back track to or stop before the collision
 
I'm hoping developers so far just haven't had experience, knowledge, or time to implement the Wii Remote in a good 1:1 way, since there don't seem to be many games using it outside of Wii Sports. In all honesty though, it seems like it would be very difficult to do so without limiting the freedom of movement the player has. Hopefully they can prove me wrong though.
 
Heres hoping they can pull this off,

nothing more fun than pretending to be a jedi tho nothing will be more weak than if its limited or the controls are jank, come on guys do it.
 
Lightsaber games on wii will be just like a live roleplaying game. Attack the enemy and stop/slow down before he gets seriously hurt.
 
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