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Strafe test (video)


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18 réponses à ce sujet

#1
Wavebend

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Haven't posted anything cool in a while, so even if this isn't much it's better than nothing. expect more progress in late december, been extremely busy for the past 6 weeks, today is the first time I tried to get back into it (for less than a hour :P)

 

Obviously needs to be tweaked quite a bit, will implement a dodge but not sure what to go with


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#2
ThatBruhYouDK

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I approve. That is pretty awesome
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#3
HunterKipling

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...

 

Haven't posted anything cool in a while, so even if this isn't much it's better than nothing. expect more progress in late december, been extremely busy for the past 6 weeks, today is the first time I tried to get back into it (for less than a hour :P)

 

Obviously needs to be tweaked quite a bit, will implement a dodge but not sure what to go with

 

Awesome, Wavebend. It would suit rogues best for flanking purposes. I see the effectiveness of strafing as defense.

Having dodge/roll would be great , but would it mean a restructure of the skill trees? Nah, why bother...

Anyhow, looks promising!! Great job!!!  :)


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#4
TheLeakestWink

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Pretty cool! What's the deal with the crouching?


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#5
Proto

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I feel like having those dodge skills would be super OP.
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#6
Wavebend

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I feel like having those dodge skills would be super OP.

 

Definitely. Still, there are some attacks that you can't dodge despite the super high angular velocity depicted in the video, such as wraith projectile, red trempler horror triple spike or the saarebas slow-shot at close range. In the future I'll nerf the movement speed so it matches the normal sprint speed (i.e. 135% movement speed), however I want a very good dodge option that allows the player to take little to no damage with proper timing. As far as I can tell atm there are only two options: #1. An optimized combatroll/evade/related ability with a few iframes at the beginning of the animation, in such a way that you won't receive damage even if hit. or #2. Make a dodge that teleports the player around, i.e. a proper dodge based on teleporting abilities such as flank attack, fade step, asaara's leap, ... a little bit like this

 

 

Awesome, Wavebend. It would suit rogues best for flanking purposes. I see the effectiveness of strafing as defense.

Having dodge/roll would be great , but would it mean a restructure of the skill trees? Nah, why bother...

Anyhow, looks promising!! Great job!!!  :)

 

That's funny because I see it as an offensive tactic more so than a defensive one. My plan in the beginning was to have two stances for each class (rethinking about it tho). The offensive one would allow you to strafe+sidestep to get closer to the enemy + a faster basic attack, while the defensive one would allow you to roll/evade in the opposite direction. No need to restructure the skill trees, I can create more ability slots and manually map them to whatever I want!


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#7
Zorinho20_CRO

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I don't approve anything regarding altering original game.You should play the game as developers intended.


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#8
Zantazar

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I don't approve of anything regarding altering improving the original game.You should not play the game as developers intended.

 

I think you really mean this.

 

Zan the Man has a Plan



#9
Silversmurf

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You have some real talent Wavebend which truly amazes me.

 

I am old school enough to agree the game code should not be altered.  I hope this is local and never forced on every PC player/BWserver?

 

That said.  You should get a job in the industry if you haven't already.  Great skills.


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#10
JiaJM98

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Make a dodge that teleports the player around


You should have a go at jet pack joyride on your phone and get some ideas from that crazy freaking teleporter :P
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#11
Zorinho20_CRO

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I think you really mean this.

 

Zan the Man has a Plan

;)



#12
HunterKipling

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Definitely. Still, there are some attacks that you can't dodge despite the super high angular velocity... ... a little bit like this

 

 

 

That's funny because I see it as an offensive tactic more so than a defensive one. My plan in the beginning was to have two stances for each class (rethinking about it tho). The offensive one would allow you to strafe+sidestep to get closer to the enemy + a faster basic attack, while the defensive one would allow you to roll/evade in the opposite direction. No need to restructure the skill trees, I can create more ability slots and manually map them to whatever I want!

 

Agreed. The

Spoiler
 video shows it all.


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#13
capn233

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I don't approve anything regarding altering original game.You should play the game as developers intended.

 

I support the radical inclusion of faction selection.



#14
lcneed

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I don't approve anything regarding altering original game.You should play the game as developers intended.

 

But for many games, the developers intended the game to be modded. ;)  The first thing I did with Skyrim after installing was to download mods. :P


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#15
JiaJM98

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Haven't posted anything cool in a while, so even if this isn't much it's better than nothing. expect more progress in late december, been extremely busy for the past 6 weeks, today is the first time I tried to get back into it (for less than a hour :P)

 

Obviously needs to be tweaked quite a bit, will implement a dodge but not sure what to go with

Is the video in slow motion or something? It looks... strange in a profound way.



#16
Wavebend

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Pretty cool! What's the deal with the crouching?

 

Yeah so there's quite a few weird things going on in the video. To name a few, I'm using modified hitboxes (smaller, to be able to avoid projectiles) which make the character "jump" at random times. Also, the crouching is a result of the attack animation not branching soon enough (that's an easy fix, I just haven't bothered optimizing it). This also explains why the attacks look kind of sluggish in comparison. Finally, attacking while the camera isn't aligned with the facing direction of the character will momentarily change the facing direction, which breaks the strafing. There are a couple ways to fix that one (either remove the component that forces a direction change when attacking, or find a way to mess with cinebot rig data to see if there's an option to auto-center)...

 

It's all going to take a lot of time to test :) My intent wasn't to show a fully working demo, just a cool teaser of things that I've discovered actually quite a while ago

 

Is the video in slow motion or something? It looks... strange in a profound way.

 

Real time

 

I support the radical inclusion of faction selection.

 

One way would be to force a specific faction given a route (I recall Luke saying this was possible). Each "route" in the game files is nothing more than a copy of the entire map itself with different parameters. So that allows you to change a lot of things for a given route, even make it a different map altogether with a different name, etc.

 

 

I don't approve anything regarding altering original game.You should play the game as developers intended.

 

If I ever release these mods, the release format won't let you fool around in public lobbies or even online at all (changing too many mechanics that would make pugs  mad). I like the idea of an offline MP mod because I like the wave system in MP. I'll also aim for SP compatibility


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#17
HunterKipling

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Can this mod be used without the need for the DA server? Can we play it peer to peer? The obvious is its conflict with server data. I see the game relies on origin to connect to lobbies, but would like to learn more about this aptly named 'wave' system.

 

Personally, I would like to see Bioware sanction this type of 'unintrusive' modification. If support is truly at an end, then the community should be given the choice of modding. Although multiplayer is new to the dragon age franchise, perhaps Bioware can provide guidance. Prior titles had this:

 

http://social.biowar...bw_projects.php

 

Keep up the good work, Wavebend.



#18
Wavebend

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Can this mod be used without the need for the DA server? Can we play it peer to peer? The obvious is its conflict with server data. I see the game relies on origin to connect to lobbies, but would like to learn more about this aptly named 'wave' system.

 

Personally, I would like to see Bioware sanction this type of 'unintrusive' modification. If support is truly at an end, then the community should be given the choice of modding. Although multiplayer is new to the dragon age franchise, perhaps Bioware can provide guidance. Prior titles had this:

 

http://social.biowar...bw_projects.php

 

Keep up the good work, Wavebend.

 

Well you certainly could use it on SP.

 

It doesn't conflict with server data. Matchmaking is done by the server, but afterwards it's all peer-to-peer stuff. So in the end it all depends on the host. If the host has modified files, then everyone joining the lobby should see similar effects to some extent, and if said players also have the modified files, then to full extent. That said, you can play with mods with other people, no issues. The only issue as far as I can tell is that is that Bioware doesn't like the idea of players messing with the basegame in a multiplayer environment. A random pug joining a modded lobby with supersized enemies and qunari commanders everywhere would be mindf-ucked.

 

That leaves me with two options. 1- Either trash MP compatibility. 2- Or create a limited MP version, where matchmaking will only match you with friends (no pugging). Another issue ofc is the reward system, and the leaderboards and all that stuff. (Worst case scenario: Disable matchmaking and rewards entirely)

 

"wave" system is the 5 wave system :)


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#19
Zorinho20_CRO

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-snip-

 

If I ever release these mods, the release format won't let you fool around in public lobbies or even online at all (changing too many mechanics that would make pugs  mad). I like the idea of an offline MP mod because I like the wave system in MP. I'll also aim for SP compatibility

Interesting.

Only Zantazar saw,what I really mean.

But nevermind,keep up with  work.