Report article RSS Feed Ragdoll knockouts test (HD)

Part of what made Lugaru unique was the way that every hit knocked the enemy head over heels using ragdoll physics. In Overgrowth, I'm planning to add more variety by using a combination of blended animations, active ragdolls, and passive ragdolls. However, there's something very satisfying about just blasting enemies away! Here is a test of Lugaru-style knockout blows in Overgrowth, which preorderers can test out in tomorrow's alpha release.

Posted by jeffr on Oct 29th, 2010

Part of what made Lugaru unique was the way that every hit knocked the enemy head over heels using ragdoll physics. In Overgrowth, I'm planning to add more variety by using a combination of blended animations, active ragdolls, and passive ragdolls. However, there's something very satisfying about just blasting enemies away! Here is a test of Lugaru-style knockout blows in Overgrowth, which preorderers can test out in tomorrow's alpha release.


Be sure to watch it in HD!

In Lugaru I used slow motion to signify knockout blows, but in this video I'm testing out a two-part slow motion effect. I was thinking that if there is a slow motion pause before knockouts then it could give the player an opportunity to 'hold' the attack and stop just short of impact, perhaps by pressing the 'grab' button. This could be a very useful feature if we ever want to have non-lethal swordfights.

Of course most hits won't have slow motion, because that would get tiresome pretty quickly. Similarly, characters won't go full ragdoll unless they are actually unconscious or dead. Some other unfinished features in this video include the placeholder running animations and combat sounds, the lack of footprints and other material interaction, the missing standing-up animation, and missing details like ear physics. Those are all on my list, but I can only do one thing at a time, and I'd like to block out the gameplay before spending too much more time on details.

What do you think of the idea of using slow-motion to allow the player to halt lethal attacks? Would that be a cool feature, or would it just be confusing?



Track us
on ModDB (visit our page)

Please join us here too:
Facebook icon ModDB icon Steam icon Twitter icon YouTube icon

Post comment Comments
Svenare
Svenare Oct 30 2010, 3:48am says:

awesome

+2 votes     reply to comment
Paxton
Paxton Oct 30 2010, 4:00am says:

Their floppiness makes me smile.
(No ****)

+5 votes     reply to comment
Captain_Perfect
Captain_Perfect Oct 30 2010, 4:16am says:

this is.....SPARTA over 20 times

+5 votes     reply to comment
SliderFF Online
SliderFF Oct 30 2010, 4:37am says:

stunning!

+2 votes     reply to comment
TalonFive
TalonFive Oct 30 2010, 4:42am says:

Man, that's awesome, kung-fu matrix FTW! :D
Keep up the good work guys !

+2 votes     reply to comment
Chronosheep
Chronosheep Oct 30 2010, 5:18am says:

Looks awesome, but I noticed that there is something very wrong with your shadows. The overlap between the shadows of the 2 rabbits is much darker than the shadow from a single rabbit (as if their shadows multiply). This is something that should not occur with a single light source.

+5 votes     reply to comment
grzyb
grzyb Oct 30 2010, 5:31am says:

mad rabbidz

+2 votes     reply to comment
Wizardum
Wizardum Oct 30 2010, 7:13am says:

it's definitely a cool feature!

Slow motion on the last mortal strike makes everything much more immersive!

Good job! Keep it up! ;)

+2 votes     reply to comment
feillyne Staff
feillyne Oct 30 2010, 7:28am says:
Quote:What do you think of the idea of using slow-motion to allow the player to halt lethal attacks? Would that be a cool feature, or would it just be confusing?

Depends on how the lethal attacks will appear - if they do seem like mortal ones (emphasis on the opponent's weapon or anything he uses to do damage), then it would be very little confusing.

Or the slow motion could be made as a special skill of the player's character. That wouldn't be confusing at all.

+1 vote   reply to comment
FonzieForce
FonzieForce Oct 30 2010, 7:55am says:

Excellent work guys!

+2 votes     reply to comment
Newbez
Newbez Oct 30 2010, 8:16am says:

i'm super excited for this game to release!

+2 votes     reply to comment
cW#Ravenblood
cW#Ravenblood Oct 30 2010, 8:33am says:

Nice, but the enemy stands up quickly for that that he get kicked in his nutz :D

+2 votes     reply to comment
ANtY93
ANtY93 Oct 30 2010, 9:02am says:

Slow-motion looks very neat, id like to see these walls crushing when hes landing on them after getting hit :D

+2 votes     reply to comment
kazumo
kazumo Oct 30 2010, 9:09am says:

Hell yeah! I love the game, I hope this Christmas I will have enough money to buy it...

+2 votes     reply to comment
formerlyknownasMrCP
formerlyknownasMrCP Oct 30 2010, 9:16am says:

Naughty bunnies.. play nicely.

+2 votes     reply to comment
V1N3
V1N3 Oct 30 2010, 9:17am says:

Otherwise this looks really nice, but getting up seems a bit clunky.

+2 votes     reply to comment
Mr.Mellon
Mr.Mellon Oct 30 2010, 10:52am says:

they seem to only kick what about punches

+2 votes     reply to comment
DeltaForce95
DeltaForce95 Oct 30 2010, 11:30am says:

Next do a video like that scene in matrix with all the agent smiths jumpoing on neo and getting tossed around with him using a pipe as a staff

+1 vote     reply to comment
ariehl
ariehl Oct 30 2010, 11:32am says:

@V1N3 There is no stand up animation yet... so not clunky, it just teleports...

@Mr.Mellon I'm pretty sure that punches will come along, but they are still working on the engine, so you are just seeing placeholder animations. When the engine is finished, they will start working on specific combat, (or the real combat)

+2 votes     reply to comment
pvt.Johnson
pvt.Johnson Oct 30 2010, 1:16pm says:

Looking great! I am also looking forward to seeing fist fights as well.
The fighting in Lugaru was awesome, I'm hoping this expands on that in amazing ways :]

+2 votes     reply to comment
MadMonkey119
MadMonkey119 Oct 30 2010, 1:56pm says:

I love those puffs of smoke! Keep up the goodwork!

+2 votes     reply to comment
nubblecakes
nubblecakes Oct 30 2010, 3:07pm says:

I was hoping for a drop kick KO but those were pretty sick too.

Keep it up guys. The game is just looking sharper by the video.

+2 votes     reply to comment
Bird_of_Prey
Bird_of_Prey Oct 30 2010, 3:17pm says:

Not bad. Could get a little tiring if over used, but every now and then could really give fights a more cinematic look.

+2 votes     reply to comment
Thief112
Thief112 Oct 30 2010, 4:08pm says:

in the first fighting test fighting looked dull now its SUPER-DUPER-UBER COOL

+2 votes     reply to comment
preowned
preowned Oct 30 2010, 4:36pm says:

thats awsome

+2 votes     reply to comment
KiiNG
KiiNG Oct 30 2010, 5:22pm says:

Should try it with there guys battling

+2 votes     reply to comment
Capn_Nick
Capn_Nick Oct 30 2010, 5:40pm says:

Looks painful.

+2 votes     reply to comment
Aico
Aico Oct 30 2010, 6:08pm says:

I think the slow motion right before the kill would be awesome. Giving you the choice to kill someone or not is definitely something I would wan't to see.

+2 votes     reply to comment
Dra6o0n
Dra6o0n Oct 30 2010, 7:34pm says:

Yeah, rather than a full ragdoll, it'll be more amazing to see the character "react" to being kicked at full force...

Like if you kick a rabbit off a cliff, Sparta style, they should react by "fapping" their arms and legs because they are panicking.

In a normal situation, a person who's kicked heavily will try to cushion his impacts, if it doesn't knock him unconscious that is...

Can there be a possible animation, like if a character attempts to block a heavy blow rather than dodging it?

Example: A rabbit tries to block a heavy blow, but ends up being knocked over and sent staggering backwards. This example means the opponent isn't unconscious, or on the ground.

Another example is if you trip a character, but they react to it by rolling instead of hitting the ground with a thud.

+2 votes     reply to comment
WatchMaker
WatchMaker Oct 30 2010, 8:24pm says:

This video further pronounces my shame that I am unable to appreciate this entire project because of anthropomorphic animals.

+2 votes     reply to comment
SolidFake
SolidFake Oct 31 2010, 10:36am says:

@0:45: in your BALLS!

+1 vote     reply to comment
Snarboo
Snarboo Oct 31 2010, 3:15pm says:

I like the idea of being able to stop a lethal attack using slowmo. It's not something I've seen in a game before and I think it could be very intuitive.

+1 vote     reply to comment
ThaWall
ThaWall Oct 31 2010, 3:17pm says:

That **** looks awesome.

+1 vote     reply to comment
awesomepossum
awesomepossum Oct 31 2010, 4:15pm says:

that rabbit got its *** kicked

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

News
Browse
News
Report Abuse
Report article
Related Games
Overgrowth
Overgrowth Single & Multiplayer Adventure
Related Engines
Phoenix Engine
Phoenix Engine Commercial TBD
Related Groups
Wolfire Games
Wolfire Games Developer & Publisher with 3 members