Difficulty in creating melee combat?
by John Reynolds · in Torque Game Engine · 06/12/2007 (1:51 pm) · 2 replies
Can anyone give me a basic idea of how difficult (scripting, and animation wise) creating melee combat would be?
I'm not asking for any in-depth details, just trying to asses how realistic making something like this would be for me.
Weapon models are not a problem, but my concerns are:
1)The animations for swinging a sword
Where is this created? within the 3d object software (maya, 3dsmax, etc) or within torque?
2)Where to begin scripting for melee combat?
Thanks for the help guys, again, I'm not looking for technical reply here, just some general information and a nudge in the right direction.
I'm not asking for any in-depth details, just trying to asses how realistic making something like this would be for me.
Weapon models are not a problem, but my concerns are:
1)The animations for swinging a sword
Where is this created? within the 3d object software (maya, 3dsmax, etc) or within torque?
2)Where to begin scripting for melee combat?
Thanks for the help guys, again, I'm not looking for technical reply here, just some general information and a nudge in the right direction.
About the author
#2
"Max Payne Trick" - Create the animation for a swing in your modeling tool (Max, Maya) and export to Torque. When the user presses the attack button, play the attack animation and fire an invisible projectile, with a very small range and life-time, in front of the model. Simple to implement, but not always realistic and sometimes considered a "hack."
Procedural Melee - This approach gives you full control of the arm(s) of a model. With a melee weapon mounted to the hand(s), you can guide the arm swing and location using a mouse. When the mounted weapon collides with another object, process damage appropriately. This requires heavy modification of the engine animation and collision system, as well as careful script implementation. This is the most realistic and most difficult to implement
Classic Melee System - This approach is discussed in the links William posted. This concept is balanced between pre-generated animations (from Max or Maya), with the game play (collision, damage, etc) handled via simple script and engine modification
06/14/2007 (9:18 am)
@John- I believe there are 3 major practices for getting melee combat in Torque:"Max Payne Trick" - Create the animation for a swing in your modeling tool (Max, Maya) and export to Torque. When the user presses the attack button, play the attack animation and fire an invisible projectile, with a very small range and life-time, in front of the model. Simple to implement, but not always realistic and sometimes considered a "hack."
Procedural Melee - This approach gives you full control of the arm(s) of a model. With a melee weapon mounted to the hand(s), you can guide the arm swing and location using a mouse. When the mounted weapon collides with another object, process damage appropriately. This requires heavy modification of the engine animation and collision system, as well as careful script implementation. This is the most realistic and most difficult to implement
Classic Melee System - This approach is discussed in the links William posted. This concept is balanced between pre-generated animations (from Max or Maya), with the game play (collision, damage, etc) handled via simple script and engine modification
Torque Owner William James
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