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Author Topic: Non-Jutsu Combat Models + Jutsu-Chakra Usage Distribution  (Read 2306 times)

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Offline MajorLunaC

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I wanted to suggest some combat models that might help for developing the non-jutsu part of combat.

Although I'd first like to say, the current hand-sign system is EXACTLY what I was thinking would work for a naruto game. Really amazing. It could use some more interface, like showing the handsigns and names in icons, I guess like in a rpg spell/skill bar at the bottom. Eventually a personal Jutsu book. I was also thinking of a chakra usage chooser, likely like those mini-golf games that bounce a line back and forth along a meter and you have to time it to choose the right amount of force (chakra). Maybe one for where to distribute the chakra (top = head, mid-arms, bottom = legs). With training, it becomes more accurate or within a smaller range.

Now back to the Non-Jutsu Combat Models, some of best ones I've found so far are:
- Pirates, Vikings, & Knights 2 : Available as a free Source mod on Steam. Easy fighting, blocking, and projectiles. Very functional and easy to use.
- Lugaru: Available as a free demo, with the source code for the full game freely available. This was the original model I thought would be good for a ninja game, as it's already ninja humanoid rabbits. The combat speed is a little too fast though, so maybe a way to control combat speed, or maybe combat speed increases with training in ShinobiLifeOnline?
- Infinity Online: A game that has since disappeared (Only trace: http://www.gameborder.net/game/infinity-online ). It had a very interesting combo system using both mouse buttons and a couple of other keys in various and even redundant combinations, including 2+ buttons at once (would need a very forgiving algorithm). The numerous fighting combos just flowed smoothly and elegantly into one another, unlike nearly all other hack n slash games that have chunky animations.

I do have other examples in mind, but the combat systems are not very good or precise or reasonable to use.

P.S. I do hope custom control setups will be implemented at one point because the current way to run is quite ridiculous and aloof. I would say something much closer to the common FPS controls would work better.


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Offline Mars

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Re: Non-Jutsu Combat Models + Jutsu-Chakra Usage Distribution
« Reply #1 on: May 22, 2015, 20:42:08 »
Your idea about chakra distribution sounds good, though the team already have character models developed and are developing/improving more.
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Offline Dragon6624

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Re: Non-Jutsu Combat Models + Jutsu-Chakra Usage Distribution
« Reply #2 on: May 22, 2015, 21:37:12 »
Loving that chakra distribution system, which gives people the choice to level or forest or push someone back a foot with a wind gust. Also liking the idea that they might screw up on where to properly distribute the chakra, like taking damage or just failing when they end up sending all the chakra into their stomach instead of out through their mouth for a fire-blast. This system would also make the jutsu using a bit slower though, leaving people open to counterattack should they try it at the wrong moment, which I also love and goes back to the manga/anime (most shinobi combat was done with just kunai, as it was too risky to pull off a jutsu at close range). This also means that they have to become really fast and doing hand-signs, as they now have to take into account where to put the chakra (which of course, takes more time).

As for the combat, I had some really good ideas on how you could control your attacks properly for that...though I'm not sure if the devs will be using that or taking a more traditional approach (to save some extra time).

Overall though, this is one of the best posts I've seen in a while.
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Offline Kayleb

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Re: Non-Jutsu Combat Models + Jutsu-Chakra Usage Distribution
« Reply #3 on: May 24, 2015, 17:59:56 »
I do like the idea of a chakra distribution system, but it would really have to be very good and very quick, because slowing down in the middle of combat to try and do it could make combat a lot worse. I think if it's implemented it should be relatively easy to get right, but also leaves room for error and for you to change the amount of force you're using.
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