• Advertisement
Sign in to follow this  

Weapon swapping vs Holsters and Sheaths

This topic is 4576 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I've run into a problem. It's pretty simple to explain. Imagine characters who actually wear visible holsters or sheaths that perfectly fit their weapon. When they enter or exit combat mode, they have specific animations to pull or stow that weapon. This is great, because the only alternative is to make weapons vanish when combat mode is exited, or make some generic sheath that magically holds any type of weapon (not sure how possible that would be). The problem is with swapping weapons in real-time. What if characters can toss their sword into an enemy's chest and quickly pick up an axe laying beside them? Does the holster magically vanish and a new one grow? Does the character wear six or seven holster types all over his body just in case? Does he just give you a dumb look when you try to put away the axe? I could actually manage axes and swords, as designing a sheath that fits both would be pretty easy. But there will also be bow & arrows, knives, staffs, etc. Believe it or not, I've actually considered limiting characters to certain weapon types in order to get around this problem. The best alternative that I can come up with is to just give them three or four holsters. One for knives or darts on the right ankle, one for swords or axes on the right side, and one for shields or bow & arrows or staffs on the back. Does this seem crazy? It would also allow them to equip three weapons of different types (couldn't equip a shield and staff together, or not an axe and sword at the same time) and switch between them during combat. Should characters also have to buy sheaths in order to store these weapons? They could use weapons regardless, but just not put them away without dropping them. This would allow them to unequip them like normal clothing. Anyway, any thoughts are appreciated.

Share this post


Link to post
Share on other sites
Advertisement
I do no think that games should be made over-realistic. Instead of thinking what would be the most realistic way of doing things, one should rather think "how should I do this to maximize the gameplay experience?

Think of quite realistic games as GTAIII and Battlefield 2. If these games would be trying to be as realistic as possible, they would both suck!

So my advice is that you should allow characters to carry quite many items at once, and simply switch the holster to fit its weapon i.e. without the character actually changing the holster.

Share this post


Link to post
Share on other sites
The sheaths & holsters idea sounds possible, but it should be made so it enhances the gameplay, not just because it's realistic. If the player has to make a choice between an axe and a sword before entering a dungeon and each of the weapons is good for different situations, that's gameplay. On the other hand if the player wants to use a staff as main weapon, but can't carry a bow because of this - now that sounds annoying and over-realistic.

Share this post


Link to post
Share on other sites
Quote:
Original post by Enselic
I do no think that games should be made over-realistic.

It's not about realism, it's about detail. Things fading in and out or vanishing really clash with the rest of my game. There are no floating powerup GTA icons or etc representations in the world.

However, none of the ideas I've mentioned would require the player to change holsters. That would be worse than the problem of not being able to switch weapons in real time and having to visit the inventory. I'm looking for a way to be realistic and make it flow smoothly, at the same time. I'm not planning on ditching one for the other.

Quote:
Original post by Digibo
The sheaths & holsters idea sounds possible, but it should be made so it enhances the gameplay, not just because it's realistic. If the player has to make a choice between an axe and a sword before entering a dungeon and each of the weapons is good for different situations, that's gameplay. On the other hand if the player wants to use a staff as main weapon, but can't carry a bow because of this - now that sounds annoying and over-realistic.


He can carry both in his inventory (not realistic). He just can't instanty switch between them during combat. The weapons in holsters would just be there to hold your currently equipped weapons. You could also be shooting a bow, throw it down, and pick up a staff. If you wanted to keep the bow but stow the staff, you would have to make a trip to the inventory to unequip it.

This is just one of my ideas. My reason for posting is actually to get new ones.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
have a key/button for draw/sheath weapon, and if you press it while carrying a weapon (or item even) that you didn't have before, just animate your character putting it into his backpack if he's carrying one, and if not, just have him tie it to his belt or put it through, or if it's something smallish, like ammo or a magic berry depending on your setting, just put it in your pocket. i mean, just think about what you'd naturally do when putting something away.

sheathing could introduce a lot of interesting gameplay decisions, like which items to keep close to hand (can't have 20 things jingle-jangle on your belt), which ones to keep in your 'inventory' and such.

Share this post


Link to post
Share on other sites
How about classes of holsters/sheaths? Your belt could contain all of them, and you'd just have one of each class of weapon at a time.

As any swordsmith will tell you, a sword's sheath is usually one-of-a-kind, like the sword it's made for. If you buy a sword, you will get its sheath, too. So on your left hip, there should be a "sheath loop". You drop the scabbard in there, and the sword is equipped. On your right hip, you can have the axe loop, which is just a strap of leather for the haft of the axe to drop through, like a hammer loop on carpenter's pants. It can also be used for hammers or maces. Finally, you can equip a bandolier that will hold a staff weapon, like a spear or poleaxe, on your back. Bows could take advantage of this, or just be slung.

This simple, modular system could accomodate a large number of weapon configurations. Since your game seems to be going the "feasible" route, you probably won't be carrying sixteen swords and eight axes and a dozen bows everywhere you go. Making players swap out their current sword for a new one could be a good gameplay element.

Rune just had the weapons "stick" to the player model at the approriate place. Unless your graphics will be super-terrific, this is probably the best and simplest way to get the effect you desire.

Share this post


Link to post
Share on other sites
Quote:
Original post by Iron Chef Carnage
How about classes of holsters/sheaths? Your belt could contain all of them, and you'd just have one of each class of weapon at a time.

That's very close to what I want to do. I'm just not sure I can fit all of the classes onto characters at once.

Quote:
As any swordsmith will tell you, a sword's sheath is usually one-of-a-kind, like the sword it's made for.

If I did go the full route, it would make things very rough on the player. To avoid the fading and appearing trick, I would be forced to make the player go into inventory and equip the different type of sword just to change the sheath. It's not going to be easy making sure every sword can fit into one holder, but if I keep it really simple such as a band, it might work out. I'm just not sure what else I can do.

Quote:
Unless your graphics will be super-terrific, this is probably the best and simplest way to get the effect you desire.

I wish I could find a solution for something somewhere in between simplest and super-terrific. I would go with terrific, but it doesn't seem possible unless I want to annoy the crap out of the player.

The whole reason I'm concerned is for the dynamic actions such as picking up weapons, dropping weapons, throwing them, posting them into the ground, into trees, and into people, all in the sweat of battle. Even if I did force the player to equip something in inventory before they can sheath a weapon, there's no reason they wouldn't be able to weild any weapon at any time doing all of these things without looking at a menu. It just seems strange to have to visit your inventory and equip something before you can sheath the gear you're holding. Especially for players who don't rely on certain weapons, who use the weapons of their fallen enemies on the battlefield to fight more enemies. When they get done fighting and want to keep whatever random killing devices they happen to be holding at the end, I don't want to make them go into a menu to store that stuff.

If I have to settle on the simplest 'sticky' solution to get the dynamic actions, I probably will. It would take a load of work off of my back.

Share this post


Link to post
Share on other sites
Okay, how about a permanent/temporary weapon system? Have your "equipped" (via the inventory screen) weapon. You hit the "draw" button, and he gets it out. However, in the heat of battle, you can pick up other weapons, boards, rocks or anything else and wield it. Your "permanent sword" goes back into the sheath and the "temporary" weapon takes its place in your hand.

You can swing or throw that weapon (perhaps some attack combos and finishing moves would leave it embedded in a foe), and when it's gone (thrown, dropped, broken, used as a platform) then your character reverts to the "permanent" weapon. In a lull in the action or after a fight, you can pick up a secondary weapon, go into the inventory screen, and make it your permanent weapon. Then your old sword becomes temporary and you can discard it or carry it around.

If you go with weapon types, then you could have two or three permanent weapons (a sword, a bow and a mace, for instance) strapped to your body, and the same dynamic could be used to adjust your standard arsenal.

Zelda: Wind Waker let you pick up clubs, torches, swords and naginata that enemies dropped. You couldn't do much with them, but they were usually quite powerful, and some had puzzle-solving properties. Ultimately, though, you would ditch them in favor of your default weapon (which was way tougher by the end anyway).

Prince of Persia: Warrior Within used a two-handed system that let you equip a beaten enemy's weapon in your weak hand and do serious damage with it before discarding it and hanging onto your right-handed weapon.

In Psi Ops, you could pick up a variety of weapons from the enemies, but ammo was scarce, so you'd often have to resort to your pistol.

Blood Omen 2 let you take enemies' weapons, but they were fragile, so you'd eventually throw them and go back to your claws.

Halo 2's dual-wield system lets you hold a second gun in your left hand, but you drop it automatically when you throw a grenade, do a melee attack, man a gun turret or drive a vehicle.

Share this post


Link to post
Share on other sites
Sounds like more trouble than its worth...

Say the player is holding a sword and has a battle axe holstered to thier left side...some ugly creature is chargeing them that is more prone to damage from the axe...so the player switches weapons...the animation of the player putting the sword in the right side mounted sheath is played...then the animation of the player retrieveing the left side holstered axe is played...and now the player is ready to do battle.

course the more perceptive players may reailise that simply dropping the sword and arming themselves with the axe can be done much faster then running through the swap out animations...but then once done with battle players would have to go back and pick up the sword...which is also a point of detail that could possable make the game unwinnable (drop a special sword some levels back that can only be used to unlock "the door of great mirth" or somesuch...course prohibiting players from dropping such special equipment, when less special equipment can be dropped at random, is also one of those details that tends to get in the way of immersion) anyway, do this more than a few times and such hoslster and sheath realistic detail becomes much more a point of frustraition than any noteworthy feature.

A simple and quick animation of the player character reaching into his backpack works very well. It informs the player that the character is swapping weapons (particularly usefull, over just poping the new weapon into place; when swapping between simular looking weapons). but it's not so overly complex as to require tons of development time tweeking the game balance (as in my example above where dropping a weapon to switch to something else would be much quicker then holster/sheathing it)...

Also...I hope there are TONS of very important gameplay actions available to the player when all his weapons are holstered/sheathed...and I don't mean just talking to NPCs!

Share this post


Link to post
Share on other sites
You should consider looking at Planetside, Iron Storm, and Deus Ex: Invisible War. All 3 games show what weapons characters are carrying externally, usually on the shoulders and hips (there are no magical "holsters" that cover the weapons). Really, there's little need for actual visual holsters, since you could just as easily clip the gun to your belt, or have a small loop to put your sword through.

You could make the shealth's separate items in themselves, so you can only shealth your sword on your hip, but not an axe or dagger unless you unequip the sword shealth and put on a different shealth (or no shealth at all?), etc.

Share this post


Link to post
Share on other sites
Quote:
Original post by Iron Chef Carnage
Okay, how about a permanent/temporary weapon system? Have your "equipped" (via the inventory screen) weapon. You hit the "draw" button, and he gets it out. However, in the heat of battle, you can pick up other weapons, boards, rocks or anything else and wield it. Your "permanent sword" goes back into the sheath and the "temporary" weapon takes its place in your hand.

But what if the player wants to throw his permanent weapon? If he then picks up a temporary one, you're in the exact same situation as above. You have a sword to stow but an incorrect sheath. Unless you're saying he can't get rid of his permanent weapon without inventory access?

I have a feeling I'll be trying to stick with the invisible sheath trick. It was the solution I was using before I posted (someone probably seen the RPG-walls post with my dude carrying a sword and shield on his back). It lets me do anything I want and requires the least amount of work :)

Quote:
Original post by MSW
Say the player is holding a sword and has a battle axe holstered to thier left side...some ugly creature is chargeing them that is more prone to damage from the axe...so the player switches weapons...the animation of the player putting the sword in the right side mounted sheath is played...then the animation of the player retrieveing the left side holstered axe is played...and now the player is ready to do battle.

The player can holster and draw weapons very quickly, as he's standing, moving, running, jumping, or falling. You can literally stow or draw a weapon in about two running steps. I'm not sure about swapping weapons, as I haven't made animations for any weapons but swords yet.

Quote:
course the more perceptive players may reailise that simply dropping the sword and arming themselves with the axe can be done much faster then running through the swap out animations.

My game will rely heavily on tricks like this. You could also thrust your sword into the enemy for a bonus amount of time. The sword will stay lodged inside of the enemy, slowing them down and causing constant damage until they die. You could also rip it from their body before or after they die.

Quote:
..but then once done with battle players would have to go back and pick up the sword...which is also a point of detail that could possable make the game unwinnable

If you can drop swords, and there is a special sword that is required for later, the player character should warn the human player about it before he goes too far from the drop zone. Thanks for the headsup on that. I can add a little flag to tell map objects they are important and to send the player a message when he goes too far away from them. He gets a message, then "thinks to himself" on screen as to not interrupt the action. Also, for what it's worth, only generated objects will be removed in my game. Editor-placed NPCs or objects will remain indefinitely, even if dead. That means you could run all the way back and find that sword. Not that I would want to force anyone through that.

Quote:
A simple and quick animation of the player character reaching into his backpack works very well. It informs the player that the character is swapping weapons (particularly usefull, over just poping the new weapon into place; when swapping between simular looking weapons).

Backpack swapping is nice, but there are a few problems. The first one being that the character would have to be wearing a backpack. Characters are naked in my game unless you put some pants on them (or they come pre-equipped with pants :). Buying and equipping backpacks sounds fine, but their bulkiness would really limit the types of armor I can make. I plan on having very large armor parts, like shoulder pieces that are so huge, they hide your head from side view. Holsters are easy enough to push outward by certain amounts to fit any armor. But a backpack would look a bit goofy over your dark-side light-modular fire armor. If I added backpacks, they would probably only be equipable over clothing layers, and they would only serve as to increase your inventory space. Meaning you could equip large armor over the backpack and it becomes invisible. I couldn't allow the player to reach into it, this way.

Quote:
Also...I hope there are TONS of very important gameplay actions available to the player when all his weapons are holstered/sheathed...and I don't mean just talking to NPCs!

Why do you say that? If there weren't, the player would never need to worry about it. He could just keep them drawn until he decides to visit a village. I would actually prefer to keep my game this way, but there are too many things that require hands to interact with things. So weapons get in the way.

You can hoist onto ledges, shimmy across them, climb up them, be running and drop to hang from them, climb ropes and ladders, open and close doors (I'll probably have to eventually make combat animations for these). Most heavy actions can happen with both weapons drawn and without. But some things require that your hands be free. Also, when a character goes into combat-mode, the only buttons that perform the same thing as they did in relaxed-mode is the combat mode button and jump. This means all of your controls are devoted to combat, or relaxed actions. Similar to getting in and out of cars in GTA.

I really appreciate all of the suggestions.

Share this post


Link to post
Share on other sites
I would say allow someone to pick up and quickly use a weapon/drop a weapn they are holding to the ground. If they haven't 'equiped' the weapon, only picked it up and held it in their hands for battle, then when they use a quick change of weapons, they'll drop the first to the ground and pull out/pick up the other weapon.

Now, to 'equip' a weapon, you must go in and take whatever it is that will hold it (Sheath/loop, whatever) and place it on your character, and that is where you'll put your weapon when swaping them out in battle. So you have right hip, left hip, your legs, arms, back (Down neck, up back of shirt, from shoulder to hip x2, etch), chest, and any other place you want to allow the user to 'store' a weapon for use.

HOWEVER! this should come at a cost to the user. You can't have him strapping a long sword to his forearms, those smaller areas would be reserved for knives/daggers and other small things. They could also affect (good/bad) things like armour, or movement. Now if the character has no armour on his arms, and he straps a knife there, he will recive a bonus to that part, but if he is wearing a full suit of plate, it could hinder movement by binding some of the joints, and adding extra weight to the arms.

Some thing goes for the hips and back. You could let the user strap 50 great swords on his back, but he will have trouble moving.

And then there is also the issuse of actually GETTING to the weapons when switching. A long sword on the back (from left shoulder to right hip) and another swrod on the left hip would allow the player to put a weapon back with one hand, and draw with the other, making for a faster changing time, than say both on the left hip.

Personally, I think that feature would be rather cool, and allow the player to find out their most effective layout

Share this post


Link to post
Share on other sites
- Semi-generic sheath(s). I.e. big sword sheath (over the sholder), dagger sheath (on the belt or up sleaves), etc. Have the character buy what ever sheath(s) he/she wants. If the character picks up a weapon they don't have a semi-generic sheath for, he/she has to carry it all the time or un-equip it into inventory.

- Auto appearing sheath(s). When the character picks up a new weapon or tries to sheath it, a sheath fades in for the speicific weapon. A bit better than the weapon appearing/dissapearing all the time.

Share this post


Link to post
Share on other sites
The more detail you go into the more time and resources will be required to develop the game - what actual % of the game is weapon swapping? How much fun is it, how interesting is it. The likely answers to this are - less than 0.1%, not fun at all, not interesting at all.

There are far more important things to be worrying about and there wont be enough time to impliment all of those properly so worrying about holsters really isn't a good use of time. Put simply decide how you want the weapons to be used and how many the player will be allowed to carry - once that is decided then implement whichever holster system is necessary to make that work.

I worked on an adventure game where the character put everything inside his jacket. He would pull long pipes from inside his jacket pocket as if his pocket was the Tardis - no one ever commented on it. Not the reviewers and certainly not any of the customers who wrote in about the game. People just won't notice.

Share this post


Link to post
Share on other sites
They notice when you have realistic sheaths. Saying sheaths aren't a big deal is like saying hair on humans isn't needed. It just slows down development time and doesn't seem to effect gameplay. It's certainly not interesting. What about boot straps? And sword handles? And little pictures on sword handles? Grass textures?

Seriously, it's not about development time. How difficult is it to make sure you have a sheath that fits every weapon? Even if every one of them needed it's own, that woudn't be a big deal. The big deal is the fact that there's no way to impliment it properly without kicking the player in the knees.

Share this post


Link to post
Share on other sites
Here are my two control-ideas wich I plan to use in the near future:

Quote:

This game is set in a "normal" enviroment:
"Weapon" classes are:
Primary weapons
Long weapons: Swords, Rifles, Bows, Sticks, Rocket launchers etc.
Short weapons: Pistols, Combat-knifes, uzi
Un-carriable(sp?) weapons(weapons that cannot be carries by your inventory): pipes, really large hammers etc.
Secondary weapons
Indirect weapons: Grenades, drugs, steorides, antidote, mines, bombs, first-aid etc
Weapons that can be activated: Lighter, flashlight, nv-googles etc
Defensive weapons: Non-combat knifes, syringe w/ toxic, extra ammo(default)
Panic weapons: Built-in pistols/knives, boot-knife etc
well, weapons are not the best description, tools might be better ;)

Inventory system
Max 1 weapon per category. The long weapon is on the characters back, the short in a hoster on his/her right side. Panic weapons depends on what weapon it is, defensive goes to the left-upper arm (like the syringes blade got in blade(the movie)). Indirect weapons go to the belt. Activate-..-weapons depends on what weapon it is: A lighter is in the pocket(hidden), a flashlight is on the bel(left side), nv-googles are on the characters head(like sam fisher in splinter cell).

Controls:
mouse wheel up alternates between long and short weapons
mouse wheel down alternates between hand-to-hand and panic-weapon.
The system is designed to use only theese keys to change weapons(because of speed) but it should be possible to use standard keys aswell(#1-#4).
shift (if someone has grabbed you) use the defensive weapon on that someone(if no weapon you punch and kicks instead)
shift (if someone hasn't grabbed you) use the indirect weapon

Changing weapons:
When changing weapons you holster the current weapon (if it is possible, otherwise you throw it away) and grab the new one. Possible exception: When changing to the panic weapon the weapon is always thrown away.


Quote:

3rd person fantasy/action game control inspired by the "fellowship of the ring" movie.
Weapon classes
Close combat: Swords, axes
Long-ranged weapons: Bows and such
Knives: Well, knives.
Shields
Magical weapons(spell casting): mostly staffs.
Enchanted weapons are catogorized according to the weapon that is enchanted.

Inventory system
Close-combat weapons go on the right side of the character. Bows, and arrows are on the characters back. The shield is always used. Knives are on the upper left arm or in some sheath on the lower right boot. If magical weapons are used(depends on the character) they are linked to the characters soul and thus apear out of thin air :) (like heretic 2 weapons IIRC).

Relevant controls
Shield+attack throws the current blocking item(first shield then weapon).
With a weapon equiped a knife is thrown at the enemy by pressing the knife button.
With no weapon equiped the knife is equiped with the knife button.
When a enemy has grabbed you you can put a knife in him/her to avoid death from choking.

Share this post


Link to post
Share on other sites
There can't really be that many weapon types in the game. Why not a sword sheath on your left hip (a majority of players like swords), a dagger sheath on your leg, a blank spot on your right hip, and a blank spot on your back. Swords and daggers go in the sheaths. Bows, polearms, staves, hammers, and two-handed weapons all just get "stuck" onto your back, and any non-sword and non-dagger one-handed weapons (axes, clubs, flails) all get "stuck" onto your right hip. If you want, you can try to model a leather loop that shows up around the things on your hip and back, but most games I've seen don't bother with it, since it will end up clipping through half the items unless you keep a close eye on their forms. That lets you keep 4 different weapons at once on you; I'm not sure if you'd need more than that. I'm not a master of medeival realism, but I always thought that most non-blade weapons were just carried in belt loops anyway. Is there such thing as an axe sheath?

Share this post


Link to post
Share on other sites
Quote:
Original post by Jiia
They notice when you have realistic sheaths. Saying sheaths aren't a big deal is like saying hair on humans isn't needed. It just slows down development time and doesn't seem to effect gameplay. It's certainly not interesting. What about boot straps? And sword handles? And little pictures on sword handles? Grass textures?


Its a bad sign when a game is so dull that players take to time to notice such trivial details as sheathes...which is most likely why you noticed, and want to include such minute details in your project.

However, the whole entire point of game graphics is to communicate game state info to the player PERIOD!

That is why old arcade games like Robotron are still fun to play. It only had simple two frame animated sprites designed so players could tell who was whom, and what was what at a glance.

Everything else is iceing on the cake...the problem is far too many developers try to ice the cake before they bake it.

Try the simple development approch...maybe color all walkable surfaces one color, walls and other obsticals another color...make monsters simple cubes with a "face" indicateing the direction they are pointing...try developing while maximizeing the amount of fun you can get from the game useing only these simple icons...THEN go back and texture/dress/ice them up...you will find you won't need to impress players with graphicly impressive sheathes, holsters, perfect hair, umteen different grass textures when they have impressive gameplay to keep them occupied.

Share this post


Link to post
Share on other sites
Quote:
Original post by makeshiftwings
There can't really be that many weapon types in the game.

Fifteen.

Quote:
Original post by MSW
Its a bad sign when a game is so dull that players take to time to notice such trivial details as sheathes...which is most likely why you noticed, and want to include such minute details in your project.

Don't you think that comes off as slightly insulting?

Quote:
However, the whole entire point of game graphics is to communicate game state info to the player PERIOD!

What a pointless statement. First of all, it's pretty obvious that sheaths are displaying game state information. Second.. why do GTA cars have detachable hoods and trunks? Is that for a game state? Do you think they wrote that in at the last second? Why can your character change into so many clothing outfits? Why did Diablo have little rocks laying in random spots in the grass? Does that convey gameplay data? Anything in a game that reminds you that you're playing a game is a bad thing. Sheaths were really used in medieval warfare. There's no reason I shouldn't want to include them in my game.

Quote:
That is why old arcade games like Robotron are still fun to play. It only had simple two frame animated sprites designed so players could tell who was whom, and what was what at a glance.

I'm sorry if I've been reading your post the wrong way. I was beginning to become concerned, but it looks like you've been making jokes the whole time? If you're not joking, then what is your point? That any graphics not related to a state in the game should be excluded?

Quote:
Everything else is iceing on the cake...the problem is far too many developers try to ice the cake before they bake it.

This is something that needs written into the game. Not some random pretty feature you can tweak in at the last minute. It would be lovely to have to go back and rework hundreds of weapon and armor models, then recreate hundreds of animations so that this feature was possible.

Quote:
Try the simple development approch...maybe color all walkable surfaces one color, walls and other obsticals another color...make monsters simple cubes with a "face" indicateing the direction they are pointing...try developing while maximizeing the amount of fun you can get from the game useing only these simple icons...THEN go back and texture/dress/ice them up...you will find you won't need to impress players with graphicly impressive sheathes, holsters, perfect hair, umteen different grass textures when they have impressive gameplay to keep them occupied.

Why? I need breaks from coding. I like to bounce back and forth between all of the development needs to make the whole process more fun. Coding, story writing, designing, modeling, animating, sound recording and editing, and texture recording and creation. I love them all.

Share this post


Link to post
Share on other sites
Quote:
Fifteen.

Are all theese different types or are they variations of the same types (type=sword, axe bow etc))?
Is the player supposed to carry them all the time in sheaths or only allowed to carry a few of them in sheats and the rest in the inventory, or alny alloed to carry few(without the inventory)?
How is the inventory managed? Is it some magically large space in his/her pockets or a backpack(I think you said that it's not IIRC)?

Share this post


Link to post
Share on other sites
Quote:
Original post by sirGustav
Quote:
Fifteen.

Are all theese different types or are they variations of the same types (type=sword, axe bow etc))?

Well some are variations, mostly of swords. There are actually no hard coded weapon types in the game. Weapon text files specify a posture name with their other details. Then in another text file, characters list posture animations, fighting states, and combat moves. The strings match up so that equipping a certain weapon will search for and use it's own posture. So far, I've come up with fifteen weapons that I want to include. But there's nothing preventing me or game moders from adding more later. All fifteen so far are shaped very differently and have completely unique combat moves. But some of them could use the same holsters.

Here's my list so far, but it's just for my memory's sake:

  • Clubs
  • Hammers
  • Staffs
  • Daggers
  • Spears
  • Halberds
  • Hatchets (one handed axes)
  • Axes (two handed axes)
  • Sabres
  • Short Swords (Gladius style)
  • Long Swords
  • Great Swords
  • Katanas
  • Bow & Arrows
  • Flails


Quote:
Is the player supposed to carry them all the time in sheaths or only allowed to carry a few of them in sheats and the rest in the inventory, or alny alloed to carry few(without the inventory)?

I would be fine just letting them carry one in a sheath if it were possible to pull off. Carrying two or three is fine too, but it adds yet more actions to a game that is already drowning in actions. Two would require at least one more button command. Three would either require two buttons or a scrolling routine. I guess a better idea would be to hold Right, forward, or back as you press the weapon button.

Quote:
How is the inventory managed? Is it some magically large space in his/her pockets or a backpack(I think you said that it's not IIRC)?

It just works on a weight system. If your legs can tote it, you can carry it. But everything is also weighed realistically. Some mesh leggings can weigh 40 pounds. Swords are not quite as heavy. You could probably carry five of some swords with no problem. This is my break from realism. I don't see a need for a lot of strictness in this aspect. Most loot in my game can't be sold for very much profit. But every pound you carry makes your jumps less effective, running uses up more energy in battle, and if eventually you overload yourself, you won't even be able to run.

Share this post


Link to post
Share on other sites
Quote:

Its a bad sign when a game is so dull that players take to time to notice such trivial details as sheathes...which is most likely why you noticed, and want to include such minute details in your project.

However, the whole entire point of game graphics is to communicate game state info to the player PERIOD!


Good god man, have you never gotten bored with a game and just watched the screen. I have seen quite a few games where the lack of imput will cause the character to do something like look at you, look bored and start flipping a knife. The old simpsons game even had bart say something after a few seconds of inactivity.

If the the whole point of game graphics it to communicate the game state, why bother with sprites at all. All enimaes are boxes and all friends are circles. Why bother with such nit pikkiey details as COLOR.

Share this post


Link to post
Share on other sites
Quote:
Original post by JiiaI would be fine just letting them carry one in a sheath if it were possible to pull off. Carrying two or three is fine too, but it adds yet more actions to a game that is already drowning in actions. Two would require at least one more button command. Three would either require two buttons or a scrolling routine. I guess a better idea would be to hold Right, forward, or back as you press the weapon button.

I think you have answered the question yourself...
Allow only one weapon. When the character picks up a sword, allow him/her to pick up the sheeth aswell (if he doesn't want to carry it in his/her hand all the time). This could be done automaticly when the character picks up a weapon, as a second pickup or something else.
Ie the male character Adam kills an orc with his hammer and picks up the orc-sword and kills another orc. He then have to go back for the sheeth if he wish to "holster" his sword.

Quote:
Original post by Jiia
Quote:
How is the inventory managed? Is it some magically large space in his/her pockets or a backpack(I think you said that it's not IIRC)?

It just works on a weight system. If your legs can tote it, you can carry it. But everything is also weighed realistically. Some mesh leggings can weigh 40 pounds. Swords are not quite as heavy. You could probably carry five of some swords with no problem. This is my break from realism. I don't see a need for a lot of strictness in this aspect. Most loot in my game can't be sold for very much profit. But every pound you carry makes your jumps less effective, running uses up more energy in battle, and if eventually you overload yourself, you won't even be able to run.

Uhm, apperently you misunderstood me (or I misunderstood you ;) ), what I meant was: When the character isn't equipped with an item, or has it on his/her back(or whatever), does he/she have a backpack or a "invisible" inventory like in some(most actually - morrowind is a great example) games where the character can carry alot of weapons and walk around in his/her underwear.
It's a bit difficult hiding a spear in your boxer-shorts, let alone 4, a sword, bow and some arrows - just imagine [grin]

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement