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Adapting Sword/Ninja Fighting to a FPS (Forums : Ideas & Concepts : Adapting Sword/Ninja Fighting to a FPS) Locked
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Nov 16 2012, 9:25pm Anchor

I have been playing around with the idea of a ninja fps. I realize there are next to none of these because traditionally they are done with 3rd person making visibility and fighting more easier for the player.

I have been playing around with some different types of jumping, sword swings, targeting etc. when I get them sketched out I'll post them.

However right now I was hoping to get some input from the community with your own ideas and or how it could be done from a game-play and coding viewpoint.

John

Nov 17 2012, 6:58pm Anchor

I doubt this game idea would be as fun in first person, you wanna see the character sneaking around doing stealth kills and you wanna see the fact that you're a ninja..

Of course sword fighting is first person in games such as Oblivion/Skyrim so it can work well but a first person ninja game doesn't instantly grab my attention

Nov 17 2012, 7:20pm Anchor

After a lot or research it makes perfect sense that an attempt to make sword fighting work in FPS could only happen in a 3D VR environment with full motion control of weapons. Maybe into the future we will see this done more "efficiently".

Nov 17 2012, 7:43pm Anchor

Yeah that sounds a little too extravagant for a mod lol

Rafenrazer
Rafenrazer Concept artist
Nov 18 2012, 8:17am Anchor

I'd suggest you finish and polish those 3 levels of fusion first. Having a finish project under your belt will no doubt attract talented coders need to make such an ambitious idea as this a reality...

Nov 18 2012, 8:31am Anchor

Thanks Rafenrazer, I am indeed re-working fusion into something new, I am certain any coder will jump on it this time around. This is purely an idea I have out of curiosity I wanted some community input on.

Nov 21 2012, 1:37am Anchor

Like plinkie mentioned, the Elder Scrolls series does a good job of first person melee combat. At the same time, would AC be fun in first person if you didn't watch Altair / Ezio performing all the actions? I'd say, go for it, all you can really do is get a demo and see if people think its fun.

TwinBeast
TwinBeast FBI Man
Nov 21 2012, 10:19am Anchor

My thoughts about a simple method were.. different movement keys + attack key makes different types of swings/thrusts. So I suppose it would be something like a beat 'em up game in first person. Maybe there could even be combos/special moves, like press back+forward+attack, then it does something else than if you only pressed foward+attack or back+attack. If there's two attack keys, then that would further increase the different types of attacks.

There could also be the ability to block attacks. The blocking could be just correctly timed/aimed attacks. So when the enemy swings his sword, you swing your sword at it from the bottom/side and push it away and then continue to hit the enemy. Or if that's too complicated, then simply have some blocking that just blocks attacks if player is looking at the direction of the attack. I had also thought that if someone's blocking, and gets hit multiple times, the blocking would eventually fail. It would sort of be some extra "armor" that absorbs some amount of damage.

Also the sword swinging should require enough space around the fighter. Otherwise the sword might hit the walls, ceilings or whatever else obstacles.

That's how I would do sword and other melee fighting into a first person shooter if I wanted to make it a bit more realistic than just press the attack key...

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Quote:How about I give you the phonecall and you give me my finger!
Nov 21 2012, 10:24am Anchor

The idea of separate attack keys sounds interesting - you could have high, mid, and low attacks and corresponding blocks to make combat more interesting. Or even just heavy and light attacks.

Nov 21 2012, 6:38pm Anchor

I looked into exactly what your saying but, the key combo's would simply take away from any realism for a fps, maybe in an automated arcade game this would work. Like I said until there is advancements in VR or user sensors then fps sword fighting is too difficult on so many levels, the death perceptions simply does not work, that's why they are usually 3rd person.

I'm actually investing in buying the dev kit and sdk for this: Oculusvr.com

Might get some interesting results :D

TwinBeast
TwinBeast FBI Man
Nov 22 2012, 4:33pm Anchor

Yea, it was just some semi realistic simple stuff I had thought for my game before I thought to keep it even simpler (maybe I do it some other time). It would fit more for some fast paced action game than a simulator.

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Quote:How about I give you the phonecall and you give me my finger!
Nov 23 2012, 8:13pm Anchor

This could work, you would just need to have very good animating skills (or somebody with them.) Dishonored is a stealth FPS that allows the player to use a variety of different playstyles. I went through the game only using the sword/knife. It is also a game that would only be fun in the first person.

Something like this video for example, it just wouldn't provide the same satisfaction if it weren't in first person.

Youtube.com

Good luck.

Nov 28 2012, 6:23am Anchor

Someone is ambitious.

Moddb.com

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