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View Full Version : Can we "Jump?"


eric
03-19-2010, 06:29 PM
Can we "jump" in Grim Dawn? I hope sometimes I can jump so high in this game to avoid attack or just for fun. Just an idea for discussion.:)

Renevent
03-19-2010, 06:44 PM
Probably not...and I don't think jump would add much to the game. However, maybe a key to do some barrel rolls would be cool lol.

Confuted
03-19-2010, 07:33 PM
if there is a jump feature I wouldn't want it to provide any sort of advantage. The only reason I would want a jump option would be to jump over a short fence or rock wall. Recently on TQ I slashed my way through the battlegrounds outside Athens and it was a bit annoying to have to run all the way around a rock and fence barrier just to kill some boars on the other side.

Renevent
03-19-2010, 07:37 PM
Yeah...that rock wall is like knee high too lol. I don't think jumping has a place in these types of games though...and certainly giving the player the ability to jump would add a whole lot of work making sure they can't get stuck or get to places they aren't supposed to be.

PureKnickers
03-19-2010, 08:39 PM
In all honesty, a whole new branch of ARPGs could be opened up with the addition of a proper jump. It would allow the designers to throw in platform sequences and environmental hazards. Also, as mentioned, level design would require more thought due to the ability to get to unexpected places and the flow of travel/pacing changing. You really would have to design the game from the start with jumping in mind.

The best jump I've seen in an ARPG was D2's Barbarian Leap. Still, the 2D engine of the game made the absurdities of jumping through ceilings and jailbars seem less ridiculous. Those hiccups would be less forgiven in a 3D environment where it simply looks like clipping issues.

I agree, jumping would be fun, but I don't see the GD team having the resources to implement a GOOD jumping mechanic.

eric
03-19-2010, 09:04 PM
Probably not...and I don't think jump would add much to the game. However, maybe a key to do some barrel rolls would be cool lol.

agree, barrel rolls is also so cool !

cel
03-19-2010, 09:37 PM
Altough I'm against anykind of jumping (or any other useless action) that occurs from the player pressing the jump-button (just play a few mmo's and you'll see how annoying it gets when people jump around all the time, it would make multiplayer games very annoying if there were people who just couldn't stop jumping all the time), but I'm all for the kind of jumping where running against a small wall in a steep enough angle would automatically trigger a jump-over action being performed. The game might as well have an "action" button (space is a fine choice) that triggered this kind of special actions if autoing them would make accidental triggering a problem (either by just pressing or by keeping it down before going near the object that triggers it, making using it smooth).

medierra
03-19-2010, 09:51 PM
Man, let me tell you, there were some dudes on the team at ILE that REALLY wanted to get jump into the game. Being the evil designer that I am though, I just didn't really see any role for it in the game at that time. For good or bad, I still don't really see a role for it in Grim Dawn.

I think if we really wanted to add in a whole new level of environmental interaction and put some real effort into it, it could be cool. However, we're on a limited budget, working on a first release, and I think that sort of thing would be too much of a distraction from the core gameplay given the situation.

In trying to craft a world more gameplay spaces that are defined by more than just endless cliffs, we do occasionally make questionable use of knee-high walls. I think the solution though is to keep those boundaries in tact but create art that is more suitable as such. Our fieldstone walls in GD are about player height, and 2-3 times thicker than those in TQ, so they feel like much more legitimate boundaries.

yerkyerk
03-19-2010, 10:40 PM
Jumping could be an interesting active skill (ala D2 Leap), but as a requirement to continue through the game, nah. It doesn't do anything for me. I'd rather do without such useless micromanagement. Knee-height barriers do feel weird though.

For some reason in games where you're close to the player, I feel jumping is necessary. In the Witcher, you can't jump and it really feels like the game's lacking there. Not as much for top-down aRPG's though..

Void(null)
03-19-2010, 10:46 PM
Have to agree, while having a jump is nice I really cant see much room in it in an ARPG other than perhaps some platform sections... and those in a topdown game would just be annoying.

SlayerII
03-19-2010, 11:22 PM
i would like jumping as an optical effect(like used at a spell), but jumping over walls would not fit the genre. But would be nice to jump to enemies and slash em to pieces. The cahrge spells always where a bit unrealistic to me:eek:

PureKnickers
03-19-2010, 11:46 PM
Jumping could be an interesting active skill (ala D2 Leap), but as a requirement to continue through the game, nah. It doesn't do anything for me. I'd rather do without such useless micromanagement. Knee-height barriers do feel weird though.

For some reason in games where you're close to the player, I feel jumping is necessary. In the Witcher, you can't jump and it really feels like the game's lacking there. Not as much for top-down aRPG's though..

Ha, still drives me nuts when I go back to Goldeneye or Perfect Dark and can't jump. The low angles really emphasize the 3D environment, so the need to explore that Z axis seems that much more important. I guess the isometric view is still 2D at heart, so that urge to jump isn't there. Actually, in Grand Theft Auto 2, you could jump and often it was difficult to tell what you should be able to jump over without the proper 3D.

Scryer
03-20-2010, 12:54 AM
When it comes to the type of gameplay in an ARPG, I really like to use my skills that I've invested into, having jump be a type of skill would work, at least then I wouldn't have to reach all the way down to the space bar in the middle of a combat situation.

Malpheas
03-20-2010, 01:07 AM
Man, I would LOVE a skill that could provide some creative map movement. Screw for combat, just let me get over obstacles and stuff.

eisprinzessin
03-20-2010, 02:33 PM
Yes, climbing over a small wall, some rubble, walk through water (mind not to swim in armour) or jumping over a low hedgerow would all be nice and add to the immersion. But if I have to weigh it against more content, then I go for the latter.

Malpheas
03-20-2010, 02:37 PM
Just for the sake of argument, how hard would it be to implement a jump? And why would it preclude more content?


I mean... I agree, but jumping IS more content.

Void(null)
03-20-2010, 02:58 PM
Because levels have to be designed with player access in mind.

Its not just about making the most out of the function in order to make its development worth while, but also the additional workload it would create for the level designers.

When you build a level, it has a certain flow to it. It has a beginning, and an end and a whole bunch of exploration point in between. Oftentimes obstacles are used to funnel players into the right direction without stomping over their sense of freedom of movement and exploration. If players can just jump or climb over those then you need to come up with an entirely new flow to your level design that accounts for that ability, and that requires far more time and effort because the areas become more complex to design.

Roros
03-20-2010, 02:59 PM
It would just make for a different type of game and level design. In Titan Quest when you were running along a cliffside, it's a given that there's an invisible wall along the edge. It's not something anyone is bothered by, and it's just something that makes sense and we're used to. It becomes much more of an arbitrary barrier once you're able to jump and want to hop down there.

If you were to retrofit jumping into Titan Quest (and assuming that the boundaries and collision geometry allowed for it), it would make for a ton of problems like sequence breaking and getting stuck in places that serve no purpose other than as a visual backdrop.

edit: Beaten! Must type faster >:O

It's not that I have anything against jumping in games at all, but I don't think it's as simple as adding it (or removing it, for that matter) retroactively.

I'd imagine just a visual jump isn't hard to make at all, and no harder than a regular animation. I remember Star Wars Galaxies added a jump emote (which was a bit amusing since people would try using it to jump over fences and such).

hideinlight
12-05-2012, 03:42 PM
Nox, that game EA killed off, had jump. Had you jumping over traps and lava.

wajld
02-08-2013, 09:39 PM
If they would only make it a "fun" thing that you can do or perhaps it could be used to jump over some fences like mentioned earlier to perhaps access some hidden area or to just take a different path? Maybe it would just cause bugs/glitches and we shouldn't take away attention from the more important aspects of the game :/ :undecided: