EDIT: before reading this post, you might want to read the update at the end of this OP
Hi All,
A rather long and perhaps radical suggestion, but I hope you take your time to read and reply. It all may sound comlpicated, but it's really not hard to implement this in the game, so I hope some devs can look at it aswell.
Introduction
M&B is trying to be a sort of medieval swordfighting sim when it comes to weapon handling and stuff. The systems that cope with the weapon handling are implemented in a unique way, and being perfected with lots of minor effects like stunning etc. However, anyone who as ever done any sort of fighting sports/martial arts/swordfighting in real life knows that the body movement, and especially balance, is a very important factor to control, maybe even more important than the actual weapon swinging itself.
I don't like how M&B totally neglects that factor. The way moving around is now implemented is actually a laughter compared to the nuance of the rest of the fighting. People run around like maniacs when in battle, moving very quickly from one direction to another and turning around in no-time, rotating like spinning disks. People hugging each other in the heat of battle is very unrealistic and looks ridiculous. The devs have tried to counter this in previous versions with limited camera speed and limited body rotation speed, but that didnt work very well and was still very unrealistic.
The system
I have thought of a system that is both very easy to control (just WASD), simple and very realistic. Instead of directly controlling the movement of your body with WASD, you control the balance of your body with the same buttons. Thechnically, you control the position of a point in a 2 dimensional 'balance space'. The position of this point directly determines your movement direction and speed. So, if you move your balance slightly forward, you walk forward (which is very realistic, since that is how walking is done). Moving the point more foward will cause you to run, and it works the same for the other directions of course (see the drawing I made). When someone keeps the balance point in the green area, he just leans, which means he can start moving quicker to the direction he leans in. (Maybe he can even dodge attacks by leaning.) The whole movement system then consists of just two coordinates (I suggest radius and angle) that have a limited range.
(Edit The balance point can not go out of the allowed zone unforced. The only possibility to make the balance point go into the red zone is by recieving a blow from something external (weapon, horse, maybe later on some physical attack, see further below). The system is only meant to make WASD movement more realistic, not harder or something. For example: pressing W long enough will make the balance point move all the way up until the edge (or maybe a little under it), so you start running forward. It will stay there as long as you hold W down. If however you would get hit in the back, the balance point would be knocked a bit more forward, into the red zone, making you fall over. If you recieve a hit from the front however, it would knock it back maybe to 0, so you would just come to a standstill. (/Edit)
The speed at which you can move your balance is ofcourse limited, and determined by the agility statistic and the weight of the gear (encumbrance). This results in a very realistic method of movement.
Turning changes the orientation of the balance point (maybe the angle coordinate). When someone wants to turn around, this can be done very quickly in real life by changing your balance in the opposite direction of the one you want to face to (sounds weird, but try it, thats the way it works). So I suggest turning is always attended with a change of balance to the backward direction, and the speed limit for balance change therefore also determines the turning speed limit. Also, it's impossible to move the balance into the red area in the picture, so turning 180 degrees while sprinting forward takes more time because you need to slow all the way down to maintain the point within the allowed region.
Further applications
So far for just the moving around. I think that if this is implemented, the game would already be much more realistic and challenging. However, much more realistic stuff can be done when the weapon swinging also affects the balance, and vice versa. So, swinging a sword to the left results in a balance change to the right, etc. Also shields have a great effect on peoples balance, having that implemented well would nerfe the shields in a very realistic way.
The coolest effect of this balance system is I think the effect of being hit. Whether you block or not, taking a blow has a huge impact on your balance. So, if you get hit from the left, your balance gets thrown to the right. The size of this balance change depends ofcourse on the weight of the incoming (and the blocking) weapon. If your balance point gets thrown out of the allowed area, into the red, you fall over. So, imagine blocking a blow from the warhammer with your scimitar, you will block it but you get thrown away, maybe even falling over after a couple of steps. That would just look great, be very realist and be a very cool gameplay element.
Summary
Pro's:
- Much more realistic and challenging gameplay
- Not too hard to implement for the devs
- Very cool effects when combined with weapon swinging
- Client system, so no extra bandwidth required
- Would on itself replace some complicated weapon tweaks
- No need for new animations, would be nice though
Cons
- Maybe too large or radical, something for M&B 2
- Requires some extra calculation, so exra processing power (not too much though, only 2 variables)
UPDATE 12-02-2010
I'm a bit bothered by the fact that I see a lot of reactions that say it'll be too complicated to walk, or you need an analog stick etc., because it is not true. I think those people dont really get the idea. So let me be clear about this:
Also I see a lot of reactions about that it's too hard to implement. I admit that especially the interaction rules may be quite complicated to sort out, but when we just start without those and use the system just to restrict the movement. That is not al all hard to implement, I claim that I could write the code within a day, if only I knew anything about C++, which I don't
I would however be glad to help the dev that wants to give it a shot.
Hi All,
A rather long and perhaps radical suggestion, but I hope you take your time to read and reply. It all may sound comlpicated, but it's really not hard to implement this in the game, so I hope some devs can look at it aswell.
Introduction
M&B is trying to be a sort of medieval swordfighting sim when it comes to weapon handling and stuff. The systems that cope with the weapon handling are implemented in a unique way, and being perfected with lots of minor effects like stunning etc. However, anyone who as ever done any sort of fighting sports/martial arts/swordfighting in real life knows that the body movement, and especially balance, is a very important factor to control, maybe even more important than the actual weapon swinging itself.
I don't like how M&B totally neglects that factor. The way moving around is now implemented is actually a laughter compared to the nuance of the rest of the fighting. People run around like maniacs when in battle, moving very quickly from one direction to another and turning around in no-time, rotating like spinning disks. People hugging each other in the heat of battle is very unrealistic and looks ridiculous. The devs have tried to counter this in previous versions with limited camera speed and limited body rotation speed, but that didnt work very well and was still very unrealistic.
The system
I have thought of a system that is both very easy to control (just WASD), simple and very realistic. Instead of directly controlling the movement of your body with WASD, you control the balance of your body with the same buttons. Thechnically, you control the position of a point in a 2 dimensional 'balance space'. The position of this point directly determines your movement direction and speed. So, if you move your balance slightly forward, you walk forward (which is very realistic, since that is how walking is done). Moving the point more foward will cause you to run, and it works the same for the other directions of course (see the drawing I made). When someone keeps the balance point in the green area, he just leans, which means he can start moving quicker to the direction he leans in. (Maybe he can even dodge attacks by leaning.) The whole movement system then consists of just two coordinates (I suggest radius and angle) that have a limited range.
(Edit The balance point can not go out of the allowed zone unforced. The only possibility to make the balance point go into the red zone is by recieving a blow from something external (weapon, horse, maybe later on some physical attack, see further below). The system is only meant to make WASD movement more realistic, not harder or something. For example: pressing W long enough will make the balance point move all the way up until the edge (or maybe a little under it), so you start running forward. It will stay there as long as you hold W down. If however you would get hit in the back, the balance point would be knocked a bit more forward, into the red zone, making you fall over. If you recieve a hit from the front however, it would knock it back maybe to 0, so you would just come to a standstill. (/Edit)
The speed at which you can move your balance is ofcourse limited, and determined by the agility statistic and the weight of the gear (encumbrance). This results in a very realistic method of movement.
Turning changes the orientation of the balance point (maybe the angle coordinate). When someone wants to turn around, this can be done very quickly in real life by changing your balance in the opposite direction of the one you want to face to (sounds weird, but try it, thats the way it works). So I suggest turning is always attended with a change of balance to the backward direction, and the speed limit for balance change therefore also determines the turning speed limit. Also, it's impossible to move the balance into the red area in the picture, so turning 180 degrees while sprinting forward takes more time because you need to slow all the way down to maintain the point within the allowed region.
Further applications
So far for just the moving around. I think that if this is implemented, the game would already be much more realistic and challenging. However, much more realistic stuff can be done when the weapon swinging also affects the balance, and vice versa. So, swinging a sword to the left results in a balance change to the right, etc. Also shields have a great effect on peoples balance, having that implemented well would nerfe the shields in a very realistic way.
The coolest effect of this balance system is I think the effect of being hit. Whether you block or not, taking a blow has a huge impact on your balance. So, if you get hit from the left, your balance gets thrown to the right. The size of this balance change depends ofcourse on the weight of the incoming (and the blocking) weapon. If your balance point gets thrown out of the allowed area, into the red, you fall over. So, imagine blocking a blow from the warhammer with your scimitar, you will block it but you get thrown away, maybe even falling over after a couple of steps. That would just look great, be very realist and be a very cool gameplay element.
Summary
Pro's:
- Much more realistic and challenging gameplay
- Not too hard to implement for the devs
- Very cool effects when combined with weapon swinging
- Client system, so no extra bandwidth required
- Would on itself replace some complicated weapon tweaks
- No need for new animations, would be nice though
Cons
- Maybe too large or radical, something for M&B 2
- Requires some extra calculation, so exra processing power (not too much though, only 2 variables)
UPDATE 12-02-2010
I'm a bit bothered by the fact that I see a lot of reactions that say it'll be too complicated to walk, or you need an analog stick etc., because it is not true. I think those people dont really get the idea. So let me be clear about this:
- It is NOT harder or complicated to walk, and you DO NOT need an analog stick.
[*]All this system does is make RESTRICTIONS to the way the character can move, in response to the normal WASD and mouse input. It is not like you can fall over by moving incorrectly or something.
[*]Apart from that it's a great opening to simulating realistic and deep interaction possibilities, in a very simple and straightforward way. Afterall, it's just one point in a 2D plane.
Also I see a lot of reactions about that it's too hard to implement. I admit that especially the interaction rules may be quite complicated to sort out, but when we just start without those and use the system just to restrict the movement. That is not al all hard to implement, I claim that I could write the code within a day, if only I knew anything about C++, which I don't
I would however be glad to help the dev that wants to give it a shot.