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New Jedi Knight Game Rumors


Weirdbeard

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Posted

with the whole crapload of saber fighting styles... ya... its gonna be very VERY difficult to model the complexity of the style, not to mention the dynamics of the moves with respect to the control mechanism (mouse/keybord), so before you go around saying, "we should have this, and we should add that, these, those or whatever the hell" it really wont happen unless you can think of a clever way to implement it...

 

for example, with regard to saber comat, it would be probably better to give the player as much control over the moves performed, and the path of the saber swing as possible. The way i imagined it, is to have a crosshair in the middle of the screen (only for saber combat). This crosshair would be divided into 3, maybe 4 sections, or have a bar next to it, divided the same way, so that depending on how high you pointed the crosshair, a different section of the crosshair, or bar would be highlighted, signifying a swing aimed at a different part of the body. For example, if you pointed your crosshair high and performed some sort of move, it would be aimed at the head, pointing low would aim that move at the legs, etc... I know that this may seem similar to how some the fighting mechanics already work in JA, but technically, in JA all that changes when you aim higher/lower is the angle at which you strike from the horizontal, you dont actually perform a different move designed specifically to attack that area of choice.

 

Also, if you incorperate free aim with the crosshair you could alter the type of move being perfomred mid swing, perform different quick followup moves depending on where your crosshair is with respect to the area you want to target, technically the possiblities are endless...

 

of course, none of us will really know how well any fighting system works unless it actually gets built...

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Posted
with the whole crapload of saber fighting styles... ya... its gonna be very VERY difficult to model the complexity of the style, not to mention the dynamics of the moves with respect to the control mechanism (mouse/keybord), so before you go around saying, "we should have this, and we should add that, these, those or whatever the hell" it really wont happen unless you can think of a clever way to implement it...

 

for example, with regard to saber comat, it would be probably better to give the player as much control over the moves performed, and the path of the saber swing as possible. The way i imagined it, is to have a crosshair in the middle of the screen (only for saber combat). This crosshair would be divided into 3, maybe 4 sections, or have a bar next to it, divided the same way, so that depending on how high you pointed the crosshair, a different section of the crosshair, or bar would be highlighted, signifying a swing aimed at a different part of the body. For example, if you pointed your crosshair high and performed some sort of move, it would be aimed at the head, pointing low would aim that move at the legs, etc... I know that this may seem similar to how some the fighting mechanics already work in JA, but technically, in JA all that changes when you aim higher/lower is the angle at which you strike from the horizontal, you dont actually perform a different move designed specifically to attack that area of choice.

 

Also, if you incorperate free aim with the crosshair you could alter the type of move being perfomred mid swing, perform different quick followup moves depending on where your crosshair is with respect to the area you want to target, technically the possiblities are endless...

 

of course, none of us will really know how well any fighting system works unless it actually gets built...

I was saying that this can be implemented on next-gen consoles controllers.

They can do it, they came close with it in Ep III: ROTS the game.

They mess up the blocking system though.

I believe any next-gen Jedi theme game should have a 360* directional manual blocking system with the analog stick.

This blocking system tactics should depend on your fighting styles and Jedi fighting forms, I have listed.

Like for example, If you fight with one hand style like the Makashi figthing form

your blocking tactics and strategy will depend on that specific style and form, until you switch your style and or Jedi figthing form.

 

Also for a computer they can do that with ease, it's just going to be much harder with a keybord and mouse though.

Posted

Some truth there Windu on that. I definately agree with a 360 block system. They shouldve had it by now in my oppinion but hey some things cant be rushed. If you want manual blocking of course it would be harder to use thats why they always had automativ blocking in the Jk series. Episode 3 game had a block button right? I know battlefront 2 has a block button and in my oppinion was lousily done. the Jedi/sith battling that is. They could always have a block button. It would make battling alittle easier in my oppinion just dont have this wait bar to have a succesful block which they did with BF2

Posted

Deadly Sight. ;)

 

Also, "Star Wars: Force Unleashed" is not the next

game in the JK series, just FYI. Will it even be for

PC? I'm thinking another console only, third person

only, no-guns Jedi game, with different characters.

Posted

Hey Kurgan, I played only a bit of df2. I remember Sariss using deadly sight, what exactly did it do? Seemed it did damage to all those within a certain distance and in your field of vision.

Posted

It did drain your mana but you didn't take any heath damage. It didn't seem to be that weird of a power to me, just like grip but didn't make a hand gesture or hold one character in place. Force destruction was the one power that was out of place IMO. Doesn't mean I didn't use it to blow the snot out of baddies though.

Posted

You should be able to use the Force to manipulate objects into other people causing damage like Vader did in ESB.

 

What if there was something like a "rage" meter and when it completely fills up, you enter Force Rage.

  • 3 weeks later...
Posted
YEs I agree with that for sure. There was actually a force rage abillity

added in battefront 2. I do agree that objects should be affected

by force push ,pull in next gen games.

You're talking about the Force Grasp force power, that was only available in Episode III: Revenge of the Sith

the game.

And that was absent in, Jedi Knight II: Jedi Outcast and Jedi Knight Academy.

  • 2 weeks later...
Posted

Lord Jereck you are right, one of the two games I heard was going to be worked on is Knights of the Old Republic III from IGN. (I think.) That could be a gameplay test on new engines, force powers, etc. As for the stormtroopers, they are iconic enemies to play with.

Posted
You're talking about the Force Grasp force power, that was only available in Episode III: Revenge of the Sith

the game.

And that was absent in, Jedi Knight II: Jedi Outcast and Jedi Knight Academy.

Actually, it was available to some extent in Jedi Knight.
Posted
Actually, it was available to some extent in Jedi Knight.

But it was nothing compare to the Force Grasp power in Ep:III, ROTS has set the standard for the Force Grasp power that Lucasarts is concentrating on in that Star Wars 2007 Jedi game.

:lsduel:

Posted

The first-person view is insanely perfect for the Wii.

 

I don't know if a new Jedi Knight game is gonna be what LucasArts uses it for, but I'll sure it'll be damn close and mint as all hell.

Posted

The Wii would be a Jedi's dream machine. When you fight, it would be like in the movies. I wouldn't mind if it's in 3rd person because you can see all the acrobatic moves and etc.

Posted
I wouldn't mind if it's in 3rd person because you can see all the acrobatic moves and etc.

 

I agree.

 

How about replace Force sense/seeing with a radar? Maybe it could be under the same name and acts like a Force power where you can add points to it to widen the range of the radar and pick up other things.

  • 1 month later...

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