Jumping. Would you like to?
#26
Posté 13 juin 2013 - 09:42
#27
Posté 13 juin 2013 - 09:45
#28
Posté 13 juin 2013 - 09:47
When making a video game you can add EVERYTHING given an unlimited budget and a ship date that has never been set. Unfortunately, there are budget limitations and, eventually everyone wants to ship the game (and you all want to play it). So it is up to leads like Mark, Mike, Matt, David, etc to figure out what the game needs.
Does this game NEED jumping (or swimming, flying, etc)? Well, if the story or gameplay is designed to take advantage of that feature, then yes, it has to be included. You couldn't design Super Mario and not have jumping (well, you could but it would be shorter and titled Mario gets eaten by the first koopa he meets). We are designing a fantasy game, so we have to have "being able to swing a sword" as a feature and it would be a much worse game if we left it out (unless we designed a mage-casting only style game that avoids melee combat, but we're not, so I digress). Basically, adding a feature so on the back of the box you can say "Game features jumping, swimming, cooking & flying" but these elements make no sense to the game and feel hacked in and useless, or worse act as a detriment to the game by making it less enjoyable, then they don't get included.
There are always fans of "X" feature and want it to be included. Some of these features are included because small features, correctly planned for, can be incorporated into the game to add flavor. If it makes sense and Mark & team have planned how it works in the overall game, it may be included. However, we're not going to simply add a bunch of jumping into the game just so players can bunnyhop their way across the screen.
#29
Posté 13 juin 2013 - 09:50
#30
Posté 13 juin 2013 - 09:50
Edit: That was going to be aimed towards Chris Priestly but I guess that it works this way too.
Modifié par Aolbain, 13 juin 2013 - 09:52 .
#31
Posté 13 juin 2013 - 09:51
Reznore57 wrote...
Well I want to jump too...
I've played wow for years and I kept the urge to press space bar to jump around like an idiot.
In DA , It pauses my game.I always feel a tiny bit of frustration when it happens.
Jumping , rolling , running is fun ....It doesn't mean we can't play in a strategic manner.
The problem is Followers ...they probably would get stuck a lot .
LOL. This happens to me too. It's even worse now that I've started playing Guild Wars 2 and gotten into the habit of rolling.
Companions might not be a problem. For example, in WoW when you have an NPC or a hunter pet following you around, those creatures teleport to your side if you get too far away, and are capable of taking falls to folllow you without takign the falling damage.
#32
Guest_EntropicAngel_*
Posté 13 juin 2013 - 09:53
Guest_EntropicAngel_*
#33
Posté 13 juin 2013 - 09:56
Some of the same concerns could come up with a jumping mechanic. Including a jumping mechanic at all is something you wouldn't do unless you meant to include some third-person platforming sequences, but if you include any such sequences, your NPC's will have to be able to traverse them as well as you. This could easily result in some very clunky mechanics, where you have to traverse the area a separate time for each companion. Probably there's a better way to go about doing it, but I'm not so sure it's worth it to expend the resources in order to find out.
#34
Posté 13 juin 2013 - 09:58
Wulfram wrote...
There could be a largely cosmetic animation of jumping over obstacles or something. Not really important, but it might allow them to make areas less boring and empty if they didn't screw up pathfinding.
This would be appropriate if it was automatic, not an actual jump button.
Think Ocarina of Time, where simply walking into a low obstacle caused Link to hop on/over it.
#35
Posté 13 juin 2013 - 10:02
#36
Guest_Puddi III_*
Posté 13 juin 2013 - 10:09
Guest_Puddi III_*
It would make your levels more than just pretty, glorified flat planes. The implied gameplay to justify the jump feature, that is.Chris Priestly wrote...
Does this game NEED jumping (or swimming, flying, etc)?
Modifié par Filament, 13 juin 2013 - 10:10 .
#37
Posté 13 juin 2013 - 10:17
#38
Posté 13 juin 2013 - 10:29
#39
Posté 13 juin 2013 - 10:30
I don't see how it isn't. I didn't know people actually clicked to move, but click to move, and spacebar to jump. It's really simple.Sylvius the Mad wrote...
I don't see how jumping is compatible with point-and-click move commands.
#40
Posté 13 juin 2013 - 10:38
Why not just have an autojump at that point? You'd have to click at where you jump and then press spacebar when the timing is right.Shasow wrote...
I don't see how it isn't. I didn't know people actually clicked to move, but click to move, and spacebar to jump. It's really simple.Sylvius the Mad wrote...
I don't see how jumping is compatible with point-and-click move commands.
#41
Posté 13 juin 2013 - 10:39
How else do you control the movement of multiple characters simultaneously?Shasow wrote...
I don't see how it isn't. I didn't know people actually clicked to move,Sylvius the Mad wrote...
I don't see how jumping is compatible with point-and-click move commands.
So characters you're not controlling directly jump automatically, or they can't jump?but click to move, and spacebar to jump. It's really simple.
It's a party-based game. These things need to be taken into account. If we're controlling more than one character at a time, jump commands that can't be given in advance while paused simply aren't going to work.
#42
Posté 13 juin 2013 - 10:43
Jumping and swimming can be fun, but not really necessary in a game like this. (Jumping in RPGs usually gives me nightmare flashbacks to Babel Tower in Xenogears.) I'd like to be able to run through puddles though...
#43
Posté 13 juin 2013 - 10:48
But Jumping could be added later on down the line in a dlc if it fits in right?Chris Priestly wrote...
This is one of those features, along with things like swimming, horse riding, going to the bathroom, flying, etc., that can add a layer of "realism" to a game, but has to be balanced with a layer of "need".
When making a video game you can add EVERYTHING given an unlimited budget and a ship date that has never been set. Unfortunately, there are budget limitations and, eventually everyone wants to ship the game (and you all want to play it). So it is up to leads like Mark, Mike, Matt, David, etc to figure out what the game needs.
Does this game NEED jumping (or swimming, flying, etc)? Well, if the story or gameplay is designed to take advantage of that feature, then yes, it has to be included. You couldn't design Super Mario and not have jumping (well, you could but it would be shorter and titled Mario gets eaten by the first koopa he meets). We are designing a fantasy game, so we have to have "being able to swing a sword" as a feature and it would be a much worse game if we left it out (unless we designed a mage-casting only style game that avoids melee combat, but we're not, so I digress). Basically, adding a feature so on the back of the box you can say "Game features jumping, swimming, cooking & flying" but these elements make no sense to the game and feel hacked in and useless, or worse act as a detriment to the game by making it less enjoyable, then they don't get included.
There are always fans of "X" feature and want it to be included. Some of these features are included because small features, correctly planned for, can be incorporated into the game to add flavor. If it makes sense and Mark & team have planned how it works in the overall game, it may be included. However, we're not going to simply add a bunch of jumping into the game just so players can bunnyhop their way across the screen.
#44
Posté 13 juin 2013 - 10:53
Take control of your companions to jump, problem solved.Sylvius the Mad wrote...
How else do you control the movement of multiple characters simultaneously?Shasow wrote...
I don't see how it isn't. I didn't know people actually clicked to move,Sylvius the Mad wrote...
I don't see how jumping is compatible with point-and-click move commands.So characters you're not controlling directly jump automatically, or they can't jump?but click to move, and spacebar to jump. It's really simple.
It's a party-based game. These things need to be taken into account. If we're controlling more than one character at a time, jump commands that can't be given in advance while paused simply aren't going to work.
#45
Posté 13 juin 2013 - 10:55
#46
Posté 13 juin 2013 - 10:56
Srsly, if they added it for purely cosmetic reasons I would die a happy girl. I ADORE the ability to sort of bunny hop while hitting things or walking around. It makes me happy to sort of express my caffeinated-high through my video games ;p
"HOP HOP HOP, OH NOS combat! *jumping turns off* KILL ALL THE THINGS, TACTICALLY! *combat ends* HOP HOP HOP!" would make me a happy gamer. BUT If it isn't there, I'm okay with that too, because I'd rather it be a silly side thing then a "YOU NEED TO VAULT OVER WALLS AND BOOKSHELVES IN REAL TIME TO CATCH LE BAD GUY"
I hate that stuff in my rpgs ;p
Modifié par Heidenreich, 13 juin 2013 - 10:58 .
#47
Posté 13 juin 2013 - 10:57
Shasow wrote...
Take control of your companions to jump, problem solved.
Or just don't include jumping. It adds nothing to a tactical RPG like this. Problem pre-solved.
#48
Posté 13 juin 2013 - 11:02
Not at all. If I have two characters running is different directions (to surround an enemy, perhaps), and each encounters an obstacle, you're saying one of them should have to wait for me to get the other one over first, rather than jumping at the same time?Shasow wrote...
Take control of your companions to jump, problem solved.
That doesn't make any sense at all within the setting. Why is one character blithely standing around wasting time?
#49
Posté 13 juin 2013 - 11:05
#50
Posté 13 juin 2013 - 11:07
Or just have the AI jump over the object after the player jumps... you're over-complicating this.Sylvius the Mad wrote...
Not at all. If I have two characters running is different directions (to surround an enemy, perhaps), and each encounters an obstacle, you're saying one of them should have to wait for me to get the other one over first, rather than jumping at the same time?Shasow wrote...
Take control of your companions to jump, problem solved.
That doesn't make any sense at all within the setting. Why is one character blithely standing around wasting time?
Modifié par Shasow, 13 juin 2013 - 11:08 .





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