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Acrobatics


psycoglass

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If my memory serves correct, that flip was added to the end of Force jump. Hopefully there are some additional rolls, while sidestepping or doing special moves, but please, no cartweels! I personally don't mind Obi-Wan doing those kind of moves(he is young and sporty laddy), but Kyle maybe a little too old and unconvetional for doing so demanging acrobatics even though the Force is with him(we didn't see Qui-Gon doing much acrobatics, but it certainly didn't slow him down).

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while i dont really see kyle kyle doing acrobatics, ide love to see some in the game..mayb if u loose ur light saber (seen in a screenshots) you would have to use some acrobatic attacks and moves to get out of the way and maybe defend urself if needed......

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I doubt it

thats not common in FPSs

Its mainly used for jumping puzzles and stuff like that, so there wouldnt be need in this type of game

However It would be useful to make more exciting saber battles, where you fall and hang from a cliff, etc

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This may be just me but I think what most of us are looking for here is lightsaber fights. I mean, don't get me wrong, I like realistic looking rodians as much as the next guy, but if you give me a good lightsaber fight which requires skill and not just button mashing, I will be happy.

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i agree that a good lightsaber batle would make the game, but i think using agility moves etc... is a good way to make the battles more chalenging and fun because you wont only be trying to attack your opponent with your saber but you'll also have to do a backflip or something to try to get out of the way when autoblocking fails you..

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that idea would be good, like UT's dodging move which has a cool rolling animation for some models, but their 'double tap' system can kill sometimes by falling into hazards by accidently doing the move.

some dodge/agility move would make for some faster paced saber battles don't u think

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I'd prefer a dodging system similar to Heretic II, where you can back/forward flip, crouch and roll...and although you can assign double-tap keys, you don't have to. As for cartwheels and other hyper-acrobatic stuff, I don't think it's necessary. I don't think it will add anything to the gameplay, and is more likely to get very annoying, especially if your opponent just continuously cartwheels or tumbles.

 

I'd just like to see some moves necessary to allow evasion and for getting past your opponent's defences. Here are a few examples...

 

1. A quick body twist to avoid a head-on thrust, while allowing you to attack.

2. A small jump with your feet tucked right up under you to avoid a low swing.

3. A duck and thrust to avoid a standard swing or thrust.

 

Things like that would give saber fights more strategy.

 

Fast interruption of a swing would also be good, so you could feint one way, and attack from another angle.

 

Acrobatics might look good, but unless they assist you in attack or defence, there's not really much point. At least a forward flip might give you the opportunity to slash at your opponent while going over their head, while a back flip could save you from a mid-section slice, or allow you a more powerful upward cut. :)

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I'd prefer a dodging system similar to Heretic II, where you can back/forward flip, crouch and roll...and although you can assign double-tap keys, you don't have to. As for cartwheels and other hyper-acrobatic stuff, I don't think it's necessary. I don't think it will add anything to the gameplay, and is more likely to get very annoying, especially if your opponent just continuously cartwheels or tumbles.

 

I'd just like to see some moves necessary to allow evasion and for getting past your opponent's defences. Here are a few examples...

 

1. A quick body twist to avoid a head-on thrust, while allowing you to attack.

2. A small jump with your feet tucked right up under you to avoid a low swing.

3. A duck and thrust to avoid a standard swing or thrust.

 

Things like that would give saber fights more strategy.

 

Fast interruption of a swing would also be good, so you could feint one way, and attack from another angle.

 

Acrobatics might look good, but unless they assist you in attack or defence, there's not really much point. At least a forward flip might give you the opportunity to slash at your opponent while going over their head, while a back flip could save you from a mid-section slice, or allow you a more powerful upward cut. :)

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I agree cartwheels would really be a bit over the top for our veteran Kyle Katarn. Besides why would anyone cartwheel in the middle of a saber duel, other than to show off to George Lucas and perhaps 'NSYNC? :confused:

 

A few acrobatics would be icing on the cake though. Backflips or even a side roll might work (check Draken for good examples). And of course Raven's Heretic2, as was said. I think we're in good hands.

 

Will be interesting to see whether we get per-pixel collision detection (a-la Soldier of Fortune 2). If so, acrobatics and positioning will be a lot more important to saber fights in Outcast than in the original Jedi Knight.

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I agree cartwheels would really be a bit over the top for our veteran Kyle Katarn. Besides why would anyone cartwheel in the middle of a saber duel, other than to show off to George Lucas and perhaps 'NSYNC? :confused:

 

A few acrobatics would be icing on the cake though. Backflips or even a side roll might work (check Draken for good examples). And of course Raven's Heretic2, as was said. I think we're in good hands.

 

Will be interesting to see whether we get per-pixel collision detection (a-la Soldier of Fortune 2). If so, acrobatics and positioning will be a lot more important to saber fights in Outcast than in the original Jedi Knight.

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Originally posted by Redwing

I hope the engine supports being able to catch onto the edges of things. While absent from JK/MotS, this was fun to do in TPM.

 

You could do that in Rune. I'd quite like to see something similar in JKII, but I don't know how difficult that would be in the Q3 engine.

 

And Wilhuf, correct me if I've got this wrong, but isn't per-pixel collision detection part of GHOUL2?

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Raven hasn't really released any footage of the new GHOUL2 system, are you guys keeping it top secret until the game's release?

 

If you're referring to the damage modeling aspect of GHOUL 2, then yes, it's been kept a bit of a secret. GHOUL 2 is a fully functioning modeling and animation system and those aspects of the system are in place in all of their glory and functionality. The damage and dismemberment zones, however, are much more detailed and complicated than those in the original game and that system is constantly evolving and changing. We've shown the per-pixel hit detection and the damage system publicly at E3 and at Quake Con, but a lot of the screenshots focus more on the weapons, characters, environments and gameplay aspects of the game. Not to worry, though. GHOUL 2 is everything fans of the original game would expect. And more…

Im not sure tho if all the functions of GHOUL2 will be used in JO

I do hope so :D

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I don't think Kyle is too old for acrobatics/martial arts. In Episode II Obi-Wan does a lot of acrobatic moves like flips and ground rolls (for example to avoid Jango Fetts shots).

 

I would like to see many acrobatics/martial arts :)

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I too would like to see acrobatics. Maybe I have seen it before, I didn't want to bring this up now you'll might think I sit down and watch the E3 vid all the time. But in the vid the opponent fighting against kyle and his friend backflips to get away from them. You have to REALLY watch and if you could you'll make it out. It happens 3:24 minutes into the viedo. Take a look.

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Originally posted by ed_silvergun

 

You could do that in Rune. I'd quite like to see something similar in JKII, but I don't know how difficult that would be in the Q3 engine.

 

And Wilhuf, correct me if I've got this wrong, but isn't per-pixel collision detection part of GHOUL2?

 

 

Uhh.. Ledge grabbing isnt difficult to code, lol, i get a kick outta most of the people around here.. thinking simple tasks are hard to code, just cause there hard to do in the jediknight engine.. Grabbing ledges was implemented in Alice.. could be easily done in jk2, but doubtful as jk2 is a fps. Oh yeah one more thing.. the evasive moves should be done like in TPM, were darthmaul didnt cartwheel, but kinda twirled into the air and to the side.. heh most of the evasive menuevers were twirling leaps to the side.. that would look better than cartwheeling or rolling (rolling is cool, though)

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