Author Topic: Platforming  (Read 1353 times)

lostprophet

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Platforming
« on: September 10, 2003, 11:23:54 pm »
If the current control system is going to be carried over to the next version, will there be any platforming elements to any of the quests, jumping from swinging platform to swinging platform that sort of thing? Just a thought.


Wedge

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« Reply #1 on: September 11, 2003, 05:13:58 am »
Yeah I posed this question before, but never got an answer from the devs.  This is also something I very much want to see in the game (along with supplementary spells and skills).  Although I don\'t really expect it in Crystal Blue.
Ninjas have feelings too.  Mostly they feel like dancing.



Vengeance

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« Reply #2 on: September 11, 2003, 07:15:52 am »
I just got off a two week Tomb Raider kick and personally I\'d like to see this feature also.  It will definitely not be in CB, however.

lostprophet

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« Reply #3 on: September 11, 2003, 10:54:03 pm »
Well it doesn\'t really need to be implemented as such, it\'s just how the levels are designed so you would have to judge jumps and stuff.

So are you saying the CB map isn\'t designed so there are opportunities to jump about? There has to still be roof jumping though I just saw that Jump London thing on telly.


Wedge

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« Reply #4 on: September 12, 2003, 01:46:51 am »
Oh and just as a note I really want platforming, but NOT if it\'s gonna be like that gawdawful Tomb Raider series ;).
Ninjas have feelings too.  Mostly they feel like dancing.



varsity

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« Reply #5 on: September 12, 2003, 03:06:23 am »
hehe, maybe they could put it in like an arcade part.  Heh ledge to ledge, etc.

lostprophet

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« Reply #6 on: September 12, 2003, 09:21:58 pm »
Will jumping be a skill or just an action like walking that you do? Would be good if completing certain jumps or obstacle courses gave you jump skill so you could jump higher and further. What do you mean about tomb raider wedge? I loved that game up until number 4 when it got too samey.


Thynett

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« Reply #7 on: September 16, 2003, 09:57:47 am »
and how will small connections reqct when they will be lqgging ? I do agree with ju;ping into a lake or things like thqt, but please no boring laracroft-like movements, where you hqve to ount your steps qnd ump at the right time unless you fall an have to do everything again :(

Wedge

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« Reply #8 on: September 16, 2003, 09:19:47 pm »
Yes that\'s why Tomb Raider games are stupid, since they favour displaying animation sequences instead of responsive play control.  But no this would have to be somewhere between that kind of stuff, and the instantly responsive Mario-style platformer type controls which are pry a bit too easy.  I know there is a good example of this somewhere... I just can\'t think of the game.... well yeah Drakan: The Ancient Gates was a pretty good compromise between those two styles I think, though maybe the control could have been a little tighter...
Ninjas have feelings too.  Mostly they feel like dancing.



Grakrim

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« Reply #9 on: September 17, 2003, 12:45:03 am »
Bah, I hate platforming in first-person games, but Venge likes the idea; I\'m so conflicted now.

Anyway, this goes back to a prior argument I\'ve made before: RPGs shouldn\'t require a great deal of dexterity to play.  Among other things, dexterity in an online game would require a stable and/or speedy connection, which would definatly restrict some users.  Plus, I know that many-a RPG player isn\'t the FPS type, so may not be so dexterious as to complete a jumping puzzle.

If anything, make a jumping stat/skill and a \"Action\" button.  Pressing the Action button in a particular area would check your jumping stat against a constant difficulty class assigned to the gap; if the check passes, the jump was successful, if it failed, well, \"bye-bye\".  This is more like a pen-and-paper implementation.

I would really hate to see jumping \"puzzles\" implemented in favor of more logical and mentally-taxing puzzles.
\" I think you should just follow Grakrim\'s advice ;)\"

\"A universe is enough for more than one opinion.\" - Maxximus

Wedge

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« Reply #10 on: September 17, 2003, 12:55:19 am »
Yes jumping in first person is stupid.  That\'s why we have a third person camera.  And don\'t give me any crap about not being dexterious enough, you are using a freakin\' computer, if you are that weak you have some serious problems.  And no one said they have to be put in favour of mental puzzles.  The best games combine the two, try playing Alundra (the first one) some time, that game had the most pefect puzzles of any game I ever played.
« Last Edit: September 17, 2003, 12:55:34 am by Wedge »
Ninjas have feelings too.  Mostly they feel like dancing.



Grakrim

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« Reply #11 on: September 17, 2003, 01:10:45 am »
Quote
Originally posted by Wedge
And don\'t give me any crap about not being dexterious enough, you are using a freakin\' computer, if you are that weak you have some serious problems.

I never said that I wasn\'t dexterious enough; but for your information, I do have very advanced arthritis, so my dexterity has declined in recent years.  That\'s one reason why I favor RPGs these days.

Quote

Yes jumping in first person is stupid.  That\'s why we have a third person camera.

However, what\'s the point in including a first-person mode if you\'re required to use the third-person camera?  I know, most people don\'t use first-person mode, but I rather like it.

Quote

And no one said they have to be put in favour of mental puzzles.

Everything comes at the expensive of something else.  Of course, that\'s not quite the case in PS, due to our excellent dev team.
\" I think you should just follow Grakrim\'s advice ;)\"

\"A universe is enough for more than one opinion.\" - Maxximus

Wedge

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« Reply #12 on: September 17, 2003, 03:51:04 am »
Well hey I\'m still right, advanced arthritis sound pretty serious to me =P.  And these challenges aren\'t gonna be like well... some of the stuff we do these days.  These things would be more often be timing issues than rushed sequences of jumps.  The third person camera obviously only has to be used for this, I never said it would be the only camera view.
Ninjas have feelings too.  Mostly they feel like dancing.



paxx

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« Reply #13 on: September 18, 2003, 06:09:06 am »
Oddly I have given this a lot of thought, in the past month?and I was not reading these forums?my subconscious is plugged into this game :-)

Anyway, what I had concluded, based on ping factor and many other little issues, the PCs would have to be managed mostly by the server, in that they will be time delayed responses.

You attack X the PC runs to X and attacks him but you (the player) don?t choose the exact path.  You are running and there is a ledge?depending on if you have a death wish or not?the character would keep on going or skid to a stop.

All in all these compromises allow for a freedom of space usage and scenario building not found in MMORPGs, but you lose total control of your character?it may even choose who to attack to get through to your target in the back of the crowd.

Further thought also means that characters could become restricted by faction/alignment?you may want to kill a particular NPC or your group may, but your character will not because of alignment,  of course you should be able to over ride with a warning message?but this can really affect other things for your character, unlike now where some leeway must be allowed.

All this being said, I love this idea, I am not sure it fits our current goals though.
The trades are, control of actions Vs. freedom of environment and enforced role playing. Some might say it is an easy trade, but I have to say in the end I am on the fence?the more I think on it, the more I think it is a polarizing issue. Some will love it, others will hate it, few will be indifferent.

But I could have missed something or over analyzed it?who knows.
-Paxx

lostprophet

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« Reply #14 on: September 20, 2003, 07:21:15 pm »
I\'m not quite sure what you just said or in what way it\'s connected to jumping.