Medieval Combat
by Kevin Dresher · in Game Design and Creative Issues · 09/02/2009 (7:45 pm) · 14 replies
I have the basic idea of what is going on for a medieval/magic/mythical game idea, but my concern is would it be beneficial to make a fps with medieval(sword,shield) and magic. There will be a vairety of hand weapons and some ranged weapons such as spears, crossbows, long bows, etc that can be used. I dont have any kind of vehicle(horse, whatever else can be used as a vehicle)in the works.
#2
09/02/2009 (11:04 pm)
you read my mind, im working in a similar game :b
#3
I think it could definitely be beneficial, but as with all games, it depends on your execution. And for the record, I'll be very interested to see what you do - I love the idea of first person sword/sorcery. I did enjoy Dark Messiah simply because of the unique opportunity to swordfight in first person, and the level of character immersion it offered (you're more than a floating camera! Unique for a game that uses Source! :P). I just wish it had been less generic.
Oh, and kicking was awesome.
09/02/2009 (11:44 pm)
Will - I'd liken this idea more to Dark Messiah than Oblivion. I don't think that game did too well :P. But that may just have been because it wasn't all that great.I think it could definitely be beneficial, but as with all games, it depends on your execution. And for the record, I'll be very interested to see what you do - I love the idea of first person sword/sorcery. I did enjoy Dark Messiah simply because of the unique opportunity to swordfight in first person, and the level of character immersion it offered (you're more than a floating camera! Unique for a game that uses Source! :P). I just wish it had been less generic.
Oh, and kicking was awesome.
#4
www.moddb.com/mods/age-of-chivalry/videos/11-cinematic-trailer
09/19/2009 (11:25 pm)
check this mod for half-life 2www.moddb.com/mods/age-of-chivalry/videos/11-cinematic-trailer
#5
11/01/2009 (7:59 pm)
If you gave the game and storyline a horror bent it would make the game less generic. Think Ravenloft. ust a thought.
#6
11/03/2009 (3:29 am)
as Javier posted, Age of Chivalry is a pretty good example of pretty well polished Sword/spear fps game. I have no knowledge of the development or developers but im sure it was a challenge making the game with the source engine. Somehow the combat works, and is pretty fun though, if only a little ungainly. Are there any examples of Sword style FPS's with torque?
#7
i'm trying to develop a medieval game :-) .
I'd like to have some information from the artist point of view.
Thank you.
11/03/2009 (7:47 am)
Hi, i'm trying to develop a medieval game :-) .
I'd like to have some information from the artist point of view.
Thank you.
#8
11/03/2009 (11:15 am)
^The tricky part would be getting realistic animation for sword/knife/axe fighting working. It would require a 3d modeler with inverse kinetics (like Maya). Plus limbs typically come off in that kind of fighting, so you'll need a way to implement that.
#9
well, I'm off to play some Rune :P
11/03/2009 (5:17 pm)
sword, shield, magic and missiles -oh ye baby!Quote:Plus limbs typically come off in that kind of fighting, so you'll need a way to implement that.I agree 100%, hidden meshes and a hitbox system ftw (still having issues with mine)...
well, I'm off to play some Rune :P
#10
How and when the slicing and dicing would take place is probably the tricky part if it is realism what is aimed at.
11/16/2009 (8:54 pm)
In order to implement limbs coming off, every limb that is sliceable should have its own skin and its uv mapping in the sliced areas. Sort of like what a sliced leg would look like. Additionally when the limb is cut off, some sort of particle system for the blood would need to be set in place.How and when the slicing and dicing would take place is probably the tricky part if it is realism what is aimed at.
#11
12/12/2009 (7:37 am)
Btw oblivion is hell of a good game , and probably no one ever will make one similar , or not atleast with torque.
#12
As far as i can see from my perspective, the biggest issue is getting a grip of the whole character animation system and implementing the hitboxes this would be key to making a good melee system, my dabbling with melee thus far has been horribly disapointing but then i'm a solo, the learning is slow.
12/15/2009 (5:41 pm)
Apart from the way the terrain and zones are handled theres nothing much in oblivion that cannot be done 'relatively' easily in torque, especially T3D, the new stock path road and river tools are a huge boon to level designers, if you buy the CCK and the Dungeon Kit you can do pretty much everything as far as level design is concerned.As far as i can see from my perspective, the biggest issue is getting a grip of the whole character animation system and implementing the hitboxes this would be key to making a good melee system, my dabbling with melee thus far has been horribly disapointing but then i'm a solo, the learning is slow.
#13
12/15/2009 (6:13 pm)
CCK and Dungeon kit? Did I miss something? I just looked hrough the whole store .. what is CCK and the dungeon kit?
#14
I'm currently on a student project happening at Carnegie Mellon University's Entertainment Technology Center: 3rd-Person medieval combat game similar to Counterstrike and Mount & Blade
Some video of our development process:
www.youtube.com/user/ProjectEthereal
04/20/2011 (1:37 pm)
www.etherealthegame.comI'm currently on a student project happening at Carnegie Mellon University's Entertainment Technology Center: 3rd-Person medieval combat game similar to Counterstrike and Mount & Blade
Some video of our development process:
www.youtube.com/user/ProjectEthereal
Torque 3D Owner Will Smith