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Syaped

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  1. http://www.youtube.com/watch?v=m5P-KarDW_8&feature=youtu.be   Game mockup I've been tinkering away on...
  2. Make sure you view that image at original size to get the proper pixel goodness :D
  3. Hey thanks for the ideas guys. My first thought was to get into that old WAD hacking but was afraid it'd be a painful outdated process. I'll look into those new tools though and Unity sounds good too, the Pro edition wouldn't be needed for something simple like this would it?   Here's a pic of what I'm doing. A pixelized Warhammer 40K Space Hulk shooter :) (Yes I know about GW's mighty banhammer)  
  4. Hiya guys,   I'm looking to throw together a quick little shooter on the same tech level as Doom, Duke 3d etc. Wondering what tools you'd recommened to do this as easily as possible. I just want to throw my own sprites in there really.   Cheers!
  5. Hey guys! Come follow the development of our game, Junkers at our blog! We're also on the lookout for any talented music and sound effects composers interested in contributing. Junkers video test!
  6. I agree that you would probably have to lock on to the opponent Yvanhoe. In a real fight it's not that easy to dance around strafing and spinning like in an fps. And if you tried that you'd probably get a sword in the back. I'm worried though that if you have to lock onto an opponent things might get a bit repetitive. Lock onto enemy, *clash, bang, kill*, lock onto next enemy *clash, bang, kill*. And what about being ganged up on? A medieval melee isn't exactly an organized affair with individual combatants squaring off with each other :) Some of the games mentioned look like they have some solid mechanics, Mount & Blade looks interesting. But to me they still all look to...floaty...haha...No real weight to it. Too much hit & run type stuff. I'm obsessed with the look and feel of things. Ugh...Maybe this is why no one really tries to pull this off :P
  7. Thanks for the input guys. I agree that any FPS HtH game would need to have a training component, but this could be done in a fun way. For some reason I've always enjoyed the training levels at the start of a fps game. One thing that I don't like about more complexed fighting systems is that you have to think about what controls you need to use. In real life if someone overhead swings at you you will instinctively move to block or dodge it, you don't really think about it. But in a game you have to recognize the type of attack coming, then think what combination of controls you have to press to counter it and then press them in time. It's like an extra step you have to make that clutters things up and haves you fighting the controls. Unless you spend a lot of time practicing, which usually isn't fun. Or maybe I'm just not very skilled hehe :P What your suggesting Randomnature sounds like the combat from KOTOR, which is basically what I have in mind, except with more player input. The player would decide when to strike, when to defend and when to perform a special action. Which depending on the situation, or an opportunity presented could be a variety of things. Depending on how well you time these actions the computer will play the appropriate animations. Here's a simple example of what I have in mind, Player is charged by enemy. Enemy swings at player. Player hits the defend button, but doesn't time it perfectly. The enemy swing is blocked but player is put off balance and is open to be attacked again. Enemy swings again. Player is off balance from the previous attack so it'll be even harder to time this defend perfectly. Player mistimes the defend action and is wounded, falling to one knee. Enemy gets an 'opening' for a special action which he times successfully and delivers a deathblow, lopping off his head. A very one sided battle :D But I'm gearing this for a medieval set game so fast brutal fights is what I have in mind. Also if a fight can end so quickly and decisively, I think it could add a lot of excitement and tension. Especially if a fight does drag on a bit longer, knowing that a string of poor timings can spell doom. And being set in the middle-ages with hopefully somewhat realistic or believable fighting, I wouldn't have to worry about flying through the air matrix stuff, wild kicks and other complex or fancy moves. In the end though any HtH system will require and be decided by tons of playtesting. Especially when it's the main aspect of the game. Still love to hear any ideas people have!
  8. I don't think there has been a fps game so far that has featured a well working HtH system. Most of the time it devolves into a Half-Life crowbar fight. Any ideas on what would be a good fps HtH system? An idea I thought might work is simplifying the whole thing a bit. Perhaps the only commands are attack, block and a special action. And instead of having complex combos it is up to the timings of these 3 commands that decides the fight. Say an enemy swings his sword at you, if you hit the block command at the right time you could parry his sword and create an opening for an attack command, which depending on how well you time that will succeed or not. Mistimings could result in a failed block or a weak attack. Also a string of well timed or mistimed actions could swing a 'momentum' factor, which might make it harder or easier to time actions or perhaps effect the characters psychologically. Then there's the problems of whether you have to 'lock-on' to an enemy and how to deal with multiple characters fighting each other simultaneously and a ton of other things I'm sure. Anyway I thought that basic idea might be fun. Hopefully look more realistic or at least cooler than a Half-Life crowbar fight.