Aller au contenu

Photo

Jumping. Would you like to?


162 réponses à ce sujet

#26
Wulfram

Wulfram
  • Members
  • 18 948 messages
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.

#27
wiccame

wiccame
  • Members
  • 2 076 messages
I'd rather be able to swim, or at least walk through water, instead of having to go around puddles.

#28
Chris Priestly

Chris Priestly
  • Members
  • 7 259 messages
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. ;)



:devil:

#29
Maclimes

Maclimes
  • Members
  • 2 495 messages
CONFIRMED: The Inquisitor will not be going to the bathroom.

#30
Aolbain

Aolbain
  • Members
  • 1 206 messages
^True, true.

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
Sable Rhapsody

Sable Rhapsody
  • Members
  • 12 724 messages

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_*

Guest_EntropicAngel_*
  • Guests
Less twitch, please. Not more.

#33
Jorji Costava

Jorji Costava
  • Members
  • 2 584 messages
Jumping is one of those features like stealth that has the potential to be implemented really poorly if the game isn't really designed around it. If you're playing a game where you have followers or NPC's, stealth gets tricky; just because you're a good sneak doesn't mean your party members are, and you don't want to design things so that your cover can be blown every time one of your followers steps on a twig or something, so stealth will have to mean separating yourself from your party every time you want to go sneaking around. But that gets to be both tactically dangerous and kinda annoying.

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
Maclimes

Maclimes
  • Members
  • 2 495 messages

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
Shasow

Shasow
  • Members
  • 1 069 messages
I would love to jump, just for fun.

#36
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Chris Priestly wrote...

Does this game NEED jumping (or swimming, flying, etc)?



It would make your levels more than just pretty, glorified flat planes. The implied gameplay to justify the jump feature, that is.

Modifié par Filament, 13 juin 2013 - 10:10 .


#37
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages
I don't see how jumping is compatible with point-and-click move commands.

#38
Herr Uhl

Herr Uhl
  • Members
  • 13 465 messages
As long as there are no absurd restrictions (chest high walls) I don't see a need.

#39
Shasow

Shasow
  • Members
  • 1 069 messages

Sylvius the Mad wrote...

I don't see how jumping is compatible with point-and-click move commands.

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.

#40
Herr Uhl

Herr Uhl
  • Members
  • 13 465 messages

Shasow wrote...

Sylvius the Mad wrote...

I don't see how jumping is compatible with point-and-click move commands.

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.

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.

#41
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Shasow wrote...

Sylvius the Mad wrote...

I don't see how jumping is compatible with point-and-click move commands.

I don't see how it isn't. I didn't know people actually clicked to move,

How else do you control the movement of multiple characters simultaneously?

but click to move, and spacebar to jump. It's really simple.

So characters you're not controlling directly jump automatically, or they can't jump?

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
dragondreamer

dragondreamer
  • Members
  • 2 638 messages
I had some funny moments switching between Dragon's Dogma and a Dragon Age game, where I kept trying to make the Warden or Hawke jump. The Warden made it clear he wasn't jumping in armor unless it was a finishing move. ;)

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
Little Princess Peach

Little Princess Peach
  • Members
  • 3 446 messages

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. ;)



:devil:

But Jumping could be added later on down the line in a dlc if it fits in right?

#44
Shasow

Shasow
  • Members
  • 1 069 messages

Sylvius the Mad wrote...

Shasow wrote...

Sylvius the Mad wrote...

I don't see how jumping is compatible with point-and-click move commands.

I don't see how it isn't. I didn't know people actually clicked to move,

How else do you control the movement of multiple characters simultaneously?

but click to move, and spacebar to jump. It's really simple.

So characters you're not controlling directly jump automatically, or they can't jump?

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.

Take control of your companions to jump, problem solved.

#45
TheRealJayDee

TheRealJayDee
  • Members
  • 2 950 messages
In most games that don't allow the PC to jump there comes a point I miss the option to do it. I don't remember such a moment in Dragon Age, and after all that jumping in the combat animations of DA2 I'd prefer all the characters to stay rather close to the ground most of the times.

#46
Heidenreich

Heidenreich
  • Members
  • 1 404 messages
BUT BUT BUT... NEED TO JUMP!

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
Maclimes

Maclimes
  • Members
  • 2 495 messages

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
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Shasow wrote...

Take control of your companions to jump, problem solved.

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?

That doesn't make any sense at all within the setting.  Why is one character blithely standing around wasting time?

#49
Angrywolves

Angrywolves
  • Members
  • 4 644 messages
I would like it but this isn't Dragons Dogma. Maybe in the next DA game.

#50
Shasow

Shasow
  • Members
  • 1 069 messages

Sylvius the Mad wrote...

Shasow wrote...

Take control of your companions to jump, problem solved.

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?

That doesn't make any sense at all within the setting.  Why is one character blithely standing around wasting time?

Or just have the AI jump over the object after the player jumps... you're over-complicating this.

Modifié par Shasow, 13 juin 2013 - 11:08 .