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Author Topic: Puppetry Game Mechanics  (Read 12761 times)

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Offline Shivraj

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Puppetry Game Mechanics
« on: September 27, 2016, 15:11:13 »
Darth and I have been brainstorming this idea since... well, today, and I'd like to share it with the staff members to see if they agree with the general direction we're going.

The mechanics the both of us agreed to:
Puppetry:
-    Two modes, User Mode and Puppet Mode
-    Summoning the puppet will spawn it within the range of 5-7 meters (slightly in front of the user).
-    User Mode
     •    Puppet follows movement of user
     •    Guards whenever user guards
     •    User can still use jutsus, tools etc.
     •    Available to switch to Puppet mode for advanced puppetry controls
-    Puppet Mode
     •    Transfers controls and camera to the puppet.
     •    Arrow keys to move the user.
     •    Allows for unique ‘jutsu’, that being the tools available to the puppet.
            I.    Combinations are limb based and readies specific tools in order. (i.e. ‘134’: 1 opens up the head, 3 reveals the flamethrower and 4 readies the flamethrower.)
            II.   If the puppet has blades, use the combination to ready the blades. Blades are used for melee, but can be launched from the limbs with aim-mode.

The mini-map works in both the modes but the sensory abilities are somewhat enhanced in the puppet mode. (Due to the chakra passing through the Puppet)


However, there is still an issue we haven't quite agreed on, and that's why we need both the community's and the staff members' help.

That issue would be the camera, we've went with two ideas, which I'll list below:

•  The camera stays on the User while it is in User mode and "races over" to the puppet once the modes have been switched

•  There are two cameras, one in a small window besides the mini-map and the original camera view. When the mode is switched, the smaller window transitions to being the bigger window and vice versa.

The problem with both of these are the load on the computer performance, and the difficulty it would take to implement them.

I think that the two windows would impact the performance a lot, while Darth thinks the racing over would impact more in an instant and having a constant load is more stable.

Which is why we introduced both options as suggestive ideas, since neither of us know that much about behind the curtain with games.
« Last Edit: September 28, 2016, 15:50:02 by Shivraj »


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Offline Hooke

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Re: Puppetry Game Mechanics
« Reply #1 on: September 27, 2016, 15:33:37 »
Either way the puppet mechanic is gonna be really hard to use in comparison to normal styles. If it does get implemented you should be rewarded for how difficult it is. e.g More damage
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Offline Shivraj

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Re: Puppetry Game Mechanics
« Reply #2 on: September 27, 2016, 16:41:12 »
Either way the puppet mechanic is gonna be really hard to use in comparison to normal styles. If it does get implemented you should be rewarded for how difficult it is. e.g More damage
I don't think it would be more difficult than other styles, it'd be like using a shinobi, but this shinobi just has more power. It's to simulate a shinobi while being somewhat further away from the battle.
« Last Edit: September 27, 2016, 17:57:08 by Shivraj »
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Re: Puppetry Game Mechanics
« Reply #3 on: September 27, 2016, 16:58:16 »
Sounds like a super cool idea ^^
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Offline Reminance

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Re: Puppetry Game Mechanics
« Reply #4 on: September 27, 2016, 16:59:43 »
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Re: Puppetry Game Mechanics
« Reply #5 on: September 27, 2016, 17:57:10 »
Much collab, hope it may work out. @Shivraj




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Re: Puppetry Game Mechanics
« Reply #6 on: September 27, 2016, 18:21:20 »
I like the idea of having a puppet with you.
Might be an unpopular opinion but I think it'll be easiest to have an AI puppet that fights along side you, like a clone, however, the puppet would have two bars; one for health (green) and one for shield (white). The clone will by default take shield damage when hit and will have a medium-length shield regeneration. Health however will not regenerate, and the puppet will disappear when the user reaches a certain threshold of chakra.
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Offline Mars

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Re: Puppetry Game Mechanics
« Reply #7 on: September 27, 2016, 18:23:48 »
puppets are for pussies too scared of dying
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Re: Puppetry Game Mechanics
« Reply #8 on: September 27, 2016, 20:41:25 »
I like the idea of having a puppet with you.
Might be an unpopular opinion but I think it'll be easiest to have an AI puppet that fights along side you, like a clone, however, the puppet would have two bars; one for health (green) and one for shield (white). The clone will by default take shield damage when hit and will have a medium-length shield regeneration. Health however will not regenerate, and the puppet will disappear when the user reaches a certain threshold of chakra.

That completely takes away the point of having a puppet, wouldn't it XD
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Re: Puppetry Game Mechanics
« Reply #9 on: September 27, 2016, 20:43:17 »
puppets are for pussies too scared of dying

@Mars Yeah...but you have to admit that they usually last longer than raging dicks...

As for the puppets themselves, I don't think it'll necessarily be easy to *hide* when using one, as the attached chakra-strings (or whatever you all end up calling this "Power", if it does come to that stage) are easily visible and would immediately lead right back towards the controlling player-character. And personally, I believe the *zoom-in* camera approach would be far less costly, especially in the long-run, and would allow for a very easy transition; Although additionally, the camera could just be focused on the player-character tracking their puppet, as in the Ninja Storm series (for lack of a better example...although I am curious as to whether or not a Puppet's over-all speed will be Static or Dynamic).

Overall though, Puppet-Master-Jutsu seems to be an on-and-off subject to be agreed upon or denied -- so I'm looking forward to seeing whether or not this thread "Seals the Deal", if you will.

Best of luck though, as this does look fairly promising.
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Offline Sanji

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Re: Puppetry Game Mechanics
« Reply #10 on: September 27, 2016, 21:56:22 »
nice idea,but so the puppets users cant be OP,there stamina should be low af,cuz they dont have good stamina..

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Offline Fraudulent

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Re: Puppetry Game Mechanics
« Reply #11 on: September 27, 2016, 22:29:20 »
I like the idea of having a puppet with you.
Might be an unpopular opinion but I think it'll be easiest to have an AI puppet that fights along side you, like a clone, however, the puppet would have two bars; one for health (green) and one for shield (white). The clone will by default take shield damage when hit and will have a medium-length shield regeneration. Health however will not regenerate, and the puppet will disappear when the user reaches a certain threshold of chakra.

That completely takes away the point of having a puppet, wouldn't it XD
It isn't complicated, and the idea that it has a shield that regenerates should make up for the loss of control the user has upon the puppet. Also, it wouldn't be a stupid AI, it would have basic dodging abilities and great swordsmanship. Whenever it's ready to make a hit, it would almost-instantly jump in-front of the enemy and start slicing them.
« Last Edit: September 28, 2016, 02:05:55 by Snoopy »
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Re: Puppetry Game Mechanics
« Reply #12 on: September 27, 2016, 23:16:54 »
puppets and pussies both contain the letters p, u and e

coincidence? i think not
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Re: Puppetry Game Mechanics
« Reply #13 on: September 27, 2016, 23:58:56 »
puppets and pussies both contain the letters p, u and e

coincidence? i think not
pls Mars, puppets rule so hard :/
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Re: Puppetry Game Mechanics
« Reply #14 on: September 28, 2016, 13:02:51 »
2 things about your ideas @Shivraj @DarthTyrael

You guys rock first of all... the puppet mode idea that switches your basic ninjutsu casting to puppet tools is brilliant... this could be opened up at a certain amount of skill in chakra control and change in form.

As the puppet s have no stamina they can go as long as the chakra of the player holds out. So they will want to train in chakra control anyway.


2 the thing with the camera to Limet the drag on the system a constant 3rd person view would be best. control of the puppets movements  however should be simmaler to the aiming mode for the earthdome. This way it feels like your moving the puppet around rather then becoming the puppet yourself.

Once you have moved the puppet in range activating your Jutsu with the way you suggested is perfect. Sence the puppets and chakra are unaffected by physics they will be able to move as fast as your mouse can... this will make close combats kenjutsu with puppets very powerful.

The downside is that the chakra threads are visible, and the caster probably will have lower stamina themselves then most other Shinobi.
But that's because they will be training to get the chakra threads as thin as possible so there barely noticeable.

@Hooke
The amount of damage the puppet should do and can take should be based on the materials used to craft it... I do think it should eventually be one of the most damaging Jutsu because you should be able to customize poisons and attacks resistant if not amune to medical ninjutsu and must be extracted or nutrilized with  potions antidotes. only extremely advanced medical ninja should be able to counter the puppets poisons at there highest level.
« Last Edit: September 28, 2016, 13:36:52 by cmsurfer »

 

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