Go Back   Grim Dawn Forums > Grim Dawn Community Section > Ideas and Feedback

Notices

Reply
Click here to go to the first staff post in this thread.  
Thread Tools Display Modes
  #1  
Old 03-19-2010, 06:29 PM
eric eric is offline
Initiate
 
Join Date: Mar 2010
Location: Taiwan
Posts: 2
Default Can we "Jump?"

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.
Reply With Quote
  #2  
Old 03-19-2010, 06:44 PM
Renevent's Avatar
Renevent Renevent is online now
Lord Advocate
 
Join Date: Jan 2010
Location: Cary, NC
Posts: 4,038
Default

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.
Reply With Quote
  #3  
Old 03-19-2010, 07:33 PM
Confuted's Avatar
Confuted Confuted is online now
Counsel
 
Join Date: Jan 2010
Posts: 266
Default

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.
Reply With Quote
  #4  
Old 03-19-2010, 07:37 PM
Renevent's Avatar
Renevent Renevent is online now
Lord Advocate
 
Join Date: Jan 2010
Location: Cary, NC
Posts: 4,038
Default

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.
Reply With Quote
  #5  
Old 03-19-2010, 08:39 PM
PureKnickers's Avatar
PureKnickers PureKnickers is offline
Initiate
 
Join Date: Feb 2010
Location: Canada
Posts: 23
Default

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.
__________________
PureKnickers
My geeky game editting blog.
Reply With Quote
  #6  
Old 03-19-2010, 09:04 PM
eric eric is offline
Initiate
 
Join Date: Mar 2010
Location: Taiwan
Posts: 2
Smile

Quote:
Originally Posted by Renevent View Post
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 !
Reply With Quote
  #7  
Old 03-19-2010, 09:37 PM
cel's Avatar
cel cel is offline
Supporter
 
Join Date: Mar 2010
Posts: 139
Default

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).
Reply With Quote
  This is the last staff post in this thread.   #8  
Old 03-19-2010, 09:51 PM
medierra's Avatar
medierra medierra is offline
Crate Employee - Designer
 
Join Date: Nov 2009
Posts: 2,513
Default

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.
Reply With Quote
  #9  
Old 03-19-2010, 10:40 PM
yerkyerk's Avatar
yerkyerk yerkyerk is offline
Super Moderator
 
Join Date: Jan 2010
Location: Holland
Posts: 4,227
Default

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..
Reply With Quote
  #10  
Old 03-19-2010, 10:46 PM
Void(null)'s Avatar
Void(null) Void(null) is offline
Champion
 
Join Date: Jan 2010
Location: the act of locating; state of being located.
Posts: 1,770
Default

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.
__________________
Quote:
Originally Posted by medierra View Post
After Void(null) left there was basically no point anymore...
Reply With Quote
Reply

Tags
character, maps

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:55 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.