The Sphinx said:I've thought since they announced the Wii controller that Bushido Blade was the best model for this.
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
Shard said:Gundam games are a good barometer for anything.
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 works like this.GDGF said:The new(ish) Gundam game for the Wii has lightsaber combat. How does collision work in that ?
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.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.
Ahh somebody already mentioned itGDGF said:The new(ish) Gundam game for the Wii has lightsaber combat. How does collision work in that ?
E-phonk said:So easy to solve in gamedesign:
Gamerules:
1. don't fight other lightsabers..
2. You can cut through anything.
E-phonk said:So easy to solve in gamedesign:
Gamerules:
1. don't fight other lightsabers..
2. You can cut through anything.
O RLY?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.
yes, please.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?
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.
Haunted One said:yes, please.
boutrosinit said:Problem is, a lot of purists with high-expectations just want put up with it.
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.
Omar Ismail said:I never put stock into what "purists" care for.
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.Haunted One said:yes, please.
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.
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.
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...
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...
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.