Combat engine ideas for KOTOR III
Posted: Sat Dec 09, 2006 12:43 am
Here's my idea for a much better game engine for any, even all rpgs and perhaps other platforms to consider.
CHART:
Offensive hierarchy;
Attack
Complex attack
Manuever
Kata/Barrier
Special
Attacks:
Chop
Slice
Slash
Thrust
Complexities:
Twirl
Switch(dominant hand/holding hand)
Transfere(holding regular, holding inverted)
Alternate(alternative attack jesture(hilt-bash)
Manuevers:
Area attacks
Frenzie attacks
Free range manuevering
Combination
Katas:
Attack kata
Medium kata
Fast kata
Strong kata
Barriers:
Barrier
Barrier wave
Parry
Parry wave
Specials:
Medium
Fast
Strong
Force
//
Area attacks:
Mequito attack
Butterfly attack
Fury twirl
Drone manuever
Frenzie attacks:
Rush attack
Swan attack
Lunge attack
Bane attack
Freerange:
Atheletic - turn, spin, pivot, dodge
Acrobatic - Roll, dive, conformaty(wall run), semi-arial
Arial - flip, flatspin, arial, round about
Combination - Combination- Successfully intervening or immediately adjoining different motions at any point for any length of time.
Combination- Successfully intervening or immediately adjoining different attacks at any point for any length of time.
Special attacks:
Fast-
Tzunami
Tornado - the charachter becomes a spin-churning machine rapidly slashing right through enemies and deflecting attacks at the same time.
Shooting Star - This is a flatspinning dive attack that is similar to palpatines greeting during his arrest atempt. Yet a hell of alot more lethal.
Star breaker - The charachter litterally shoots right at the opponent faster than defense alone can protect against.
Medium-
Lunge wave - Repetative lunge strikes that are swifter and more decisive than normal(length and damage grows with skill)
Traction strike - forced pulled enemies that are struck once within range(capacity grows with skill)
Level wave - All opponents next attack becomes a counter threat to themselves or their friendlies also in range.
Counterwave - The opponents attack is bypassed and the greatest vulnerability is exploited based on the users skills/abilities)
Strong-
Chamber breaker - Block is inherently futile(even more so with greater skill in this attack)
Flying slam - The charachter jumps into the air and crashes down on their opponent bashing all defense.
Power burst - The charachter becomes frenzied bashing through attacks and striking through defenses with greater affect and speed.
Meteor Strike - The charachter performs a litteral barrage of aggressive engagement at the opponent striking right though any defense unless the opponents defnes skill use is of a significantly greater magnitude than the users skill in this attack.
Force:
Light side endowment
Dark side endowment
Nuetral stasis
Force disruptence
Engagement and defense factors:
Summary of objective;
When conflicting-rudimentary or complex actions of offense collide, stance positions filter how the character autonomously manuevers to strategically maintain a momentum within any engagement.
Atack redi- manuevers the character to the opponents vulnerable areas
Defend redi- manuevers the character to defense optimal areas
Counter redi- manuevers the character to defense prime areas that also expose the opponent to vulnerability
Redi manuevers the character tactically only when under direct attack. This position leaves the player full, exclusive manuevering without the auto-aiding of the priority filter.
This extends out into terms that don't necessarily mean running/jumping around in circles spuratically. It means that reflex saves, dexterity shifts and agility dodges align to a pathing scheme during a progressive engagement that best accentuates the highlighted priority, also tailored to the characters skill ratio for best net-effect.
All in depth material governing the conforming process is based on the factors of character development.
These factors are;
Attributes
Sub-Attributes
Traite
Skill
Method(attack type)
Weapon
--
Technique(shii cho, adept hilt style)
Stance(standard saber style, medium)
Postion(attack redi)
Style(counsular, master)
All modifyers to the actual situation. This is the absolute and fully encompassing way to realistically cover all practical factors of a realistic scenario in the great star wars theme, action-aided rpg sense.
So as long as those who want the fuller experience of action along with all else the game has to offer, this engine idea would grant precisely that. And to watch a party of companions take out a party of opposers with this scope of dynamics would be a hell of a cinematic feature indeed. Less to be said all the force attacks and light sabers flying all over the place. Then you wanna think about heated blaster and grenade fights.
Technique:
Filters how the character autonomously prioritizes the process of elimination during battle.
Static changes may occure based on several factors of progressing situations such as;
hostile geopgraphy(closest, farthest enemy)
threat assessment(opposing weapons types
And response according to actual skill factor of the character
Stance:
Filters the alignment of function arsenal(IE fast opts for speedy and agile moves as dictates the button scheme)
Position:
Filters how the character engages/disengages
Stances:
Medium - vieing for range between strength and speed suited towards the strength of counteraction
Fast - aiding towards the goal of fast and agile attacking methods to quickly deal with hostiles
Strong - upholding the air of superiority, using utter might to cast out resistence
Positions:
Redi
Attack redi
Defend redi
Counter redi
Complex attacks also include flurry attack, criticle attack and power attack.
The first option of combat is the standard turn base that does not show numbers or any of that crap, to display hits, though the same motions, technically speaking are still apparent. New changes are made in that, offense and defense are revamped fro more elogent displays of engagement.
IE- different attack types may be learned such as compiled attacks, when highlighted as fast based or strong based or medium based, weigh out to what either criticles, flurries or power attacks amount to in animation and hence function.
The second method or option for the player is queue-line, which ultimately allows the player to queue up technique, stance and postion command, along side attacks, and beable to break the sequence of fighting which is more realtime than turn base, just damped out.
The third is full fledged real time combat which conforms to the laws of motion described further above.
Considering things like fatigue, integrated defense systems and other various factors, it is in no way as flawed as jedi academy, yet still maintains even a ahigher grade relation to the awsomeness of controlability, manueverability, and nterchangeability which that particular game had to offer, yet placed in the context of the ever-open-ended, character depth game of kotor.
CHART:
Offensive hierarchy;
Attack
Complex attack
Manuever
Kata/Barrier
Special
Attacks:
Chop
Slice
Slash
Thrust
Complexities:
Twirl
Switch(dominant hand/holding hand)
Transfere(holding regular, holding inverted)
Alternate(alternative attack jesture(hilt-bash)
Manuevers:
Area attacks
Frenzie attacks
Free range manuevering
Combination
Katas:
Attack kata
Medium kata
Fast kata
Strong kata
Barriers:
Barrier
Barrier wave
Parry
Parry wave
Specials:
Medium
Fast
Strong
Force
//
Area attacks:
Mequito attack
Butterfly attack
Fury twirl
Drone manuever
Frenzie attacks:
Rush attack
Swan attack
Lunge attack
Bane attack
Freerange:
Atheletic - turn, spin, pivot, dodge
Acrobatic - Roll, dive, conformaty(wall run), semi-arial
Arial - flip, flatspin, arial, round about
Combination - Combination- Successfully intervening or immediately adjoining different motions at any point for any length of time.
Combination- Successfully intervening or immediately adjoining different attacks at any point for any length of time.
Special attacks:
Fast-
Tzunami
Tornado - the charachter becomes a spin-churning machine rapidly slashing right through enemies and deflecting attacks at the same time.
Shooting Star - This is a flatspinning dive attack that is similar to palpatines greeting during his arrest atempt. Yet a hell of alot more lethal.
Star breaker - The charachter litterally shoots right at the opponent faster than defense alone can protect against.
Medium-
Lunge wave - Repetative lunge strikes that are swifter and more decisive than normal(length and damage grows with skill)
Traction strike - forced pulled enemies that are struck once within range(capacity grows with skill)
Level wave - All opponents next attack becomes a counter threat to themselves or their friendlies also in range.
Counterwave - The opponents attack is bypassed and the greatest vulnerability is exploited based on the users skills/abilities)
Strong-
Chamber breaker - Block is inherently futile(even more so with greater skill in this attack)
Flying slam - The charachter jumps into the air and crashes down on their opponent bashing all defense.
Power burst - The charachter becomes frenzied bashing through attacks and striking through defenses with greater affect and speed.
Meteor Strike - The charachter performs a litteral barrage of aggressive engagement at the opponent striking right though any defense unless the opponents defnes skill use is of a significantly greater magnitude than the users skill in this attack.
Force:
Light side endowment
Dark side endowment
Nuetral stasis
Force disruptence
Engagement and defense factors:
Summary of objective;
When conflicting-rudimentary or complex actions of offense collide, stance positions filter how the character autonomously manuevers to strategically maintain a momentum within any engagement.
Atack redi- manuevers the character to the opponents vulnerable areas
Defend redi- manuevers the character to defense optimal areas
Counter redi- manuevers the character to defense prime areas that also expose the opponent to vulnerability
Redi manuevers the character tactically only when under direct attack. This position leaves the player full, exclusive manuevering without the auto-aiding of the priority filter.
This extends out into terms that don't necessarily mean running/jumping around in circles spuratically. It means that reflex saves, dexterity shifts and agility dodges align to a pathing scheme during a progressive engagement that best accentuates the highlighted priority, also tailored to the characters skill ratio for best net-effect.
All in depth material governing the conforming process is based on the factors of character development.
These factors are;
Attributes
Sub-Attributes
Traite
Skill
Method(attack type)
Weapon
--
Technique(shii cho, adept hilt style)
Stance(standard saber style, medium)
Postion(attack redi)
Style(counsular, master)
All modifyers to the actual situation. This is the absolute and fully encompassing way to realistically cover all practical factors of a realistic scenario in the great star wars theme, action-aided rpg sense.
So as long as those who want the fuller experience of action along with all else the game has to offer, this engine idea would grant precisely that. And to watch a party of companions take out a party of opposers with this scope of dynamics would be a hell of a cinematic feature indeed. Less to be said all the force attacks and light sabers flying all over the place. Then you wanna think about heated blaster and grenade fights.
Technique:
Filters how the character autonomously prioritizes the process of elimination during battle.
Static changes may occure based on several factors of progressing situations such as;
hostile geopgraphy(closest, farthest enemy)
threat assessment(opposing weapons types
And response according to actual skill factor of the character
Stance:
Filters the alignment of function arsenal(IE fast opts for speedy and agile moves as dictates the button scheme)
Position:
Filters how the character engages/disengages
Stances:
Medium - vieing for range between strength and speed suited towards the strength of counteraction
Fast - aiding towards the goal of fast and agile attacking methods to quickly deal with hostiles
Strong - upholding the air of superiority, using utter might to cast out resistence
Positions:
Redi
Attack redi
Defend redi
Counter redi
Complex attacks also include flurry attack, criticle attack and power attack.
The first option of combat is the standard turn base that does not show numbers or any of that crap, to display hits, though the same motions, technically speaking are still apparent. New changes are made in that, offense and defense are revamped fro more elogent displays of engagement.
IE- different attack types may be learned such as compiled attacks, when highlighted as fast based or strong based or medium based, weigh out to what either criticles, flurries or power attacks amount to in animation and hence function.
The second method or option for the player is queue-line, which ultimately allows the player to queue up technique, stance and postion command, along side attacks, and beable to break the sequence of fighting which is more realtime than turn base, just damped out.
The third is full fledged real time combat which conforms to the laws of motion described further above.
Considering things like fatigue, integrated defense systems and other various factors, it is in no way as flawed as jedi academy, yet still maintains even a ahigher grade relation to the awsomeness of controlability, manueverability, and nterchangeability which that particular game had to offer, yet placed in the context of the ever-open-ended, character depth game of kotor.