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#11
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Is there any chance for a knock down mechanic? I realise it's probably a lot of extra animations for something that mechanically is not all that different from a stun effect, but it does feel more satisfying to actually knock your opponents over.
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#12
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#13
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Just speculating on some imaginatory game mechanics, would a knockdown not slow the gameplay down? I mean sure if your enemies are the only ones being knocked-down then by all means knock them all down. But if the player is being knocked down then those animations of getting back on their feet would be rather dreadful to watch both heroically and timely. *edit* if a knockback mechanic is added against the player, please don't make my character be pushed across a combat zone. It will be just like being pushed off the edge of a map or over a wall due to some random explosion; imo extremely annoying and time consuming vs continuous flow gameplay. Last edited by Confuted; 01-29-2010 at 02:53 AM. |
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#14
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I wouldn't assume you'd be able to get pushed somewhere you can't walk over (e.g. an edge).
However, throw the player down on the ground; by all means ![]() Perhaps only for bosses though. It could be regarded as a special stun animation; but instead of just standing there stunned, you'd be hurled through a room and have to get up again.. But that's just dreaming. |
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#15
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Knockback, yes please. Like I mentioned in Battle Mechanics thread, blocking, hit recovery and knockback ( now conventiently added to my list ) animations I would like to see more. These would have to be balanced, but I would really like to see these implemented.
As well knockdown animation, that would be nifty. This would be great as long as there were skills that could knockdown enemies as well. Nothing silly overpowered; more like an advanced stun. Like I keep plugging in the majority of my skill and gameplay posts: TACTICAL PLAY PLEASE. Cheers, Malph |
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#16
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Also, blocking animations are good, and if you can't animate it a "clunk" sound effect is good too. Anything that gives us visual/audio feedback of whats happening in game is good.
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#17
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I think ARPG games should have more fluid and dynamic combat animations. One good example is Legend: Hand of God. (which didn't sell too well) If you have played this game then you know what I mean. Enemies had dodge animations, the character had knockback animations and critical finishes (that were very cool too watch), when facing a giant the attacks had a totally different animation. The problem with this game was that the combat was entertaining to watch, but too slow sometimes doe to all these animations, and I think we don't want to be bored to death while playing GD. Yes I agree there should be Block, knockback and all those good things, but we should not abuse of these (making them to damn long).
I had an idea. Maybe the game should have different animations for each type of weapon. For example: Swords would have more slashing and stabing animations, but connected, making combat fluid and credible. Mace animations should be long and continuos or the person would get tired quickly. Two handed weapons (same theory as the maces) Pistols and rifles could have a reloading animation. Also, since the background is destroyable, why not destroy crates or barrels or whatever, when you get knockdowned, or when you knockdown someone into them? And different finishing moves for bosses (depending on weapon and boss) would be cool. Last edited by Counterbug; 01-29-2011 at 10:37 PM. |
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#18
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#19
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You should check out that:
http://www.gametrailers.com/video/al...rgrowth/709435 I guess you'll love what those guys do with animation. |
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#20
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woah - that's impressive ... maybe I'm not up to date (I'm certainly not
), but I guess there are few games, which can compete in this respect
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