the elements of combat
TRANSCRIPT
Interactive Storytelling Project
Wenzhuo DuanThe ElementsofCombat
Action-violent
(ACTION)
Video games are about action, the simple truth is that: many video games are violentnon-violent game like iphone puzzle game, the first video game, Tennis for TwoBut violent game attracts more attention.2
Violent-REASONViolence in video games is graphic, dramatic and visceral.
It offers a player the quickest positive response feedback loop.
One of the easiest interaction to program for.
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imagination
Question? 4
Imagination-Determination
PersonalityCombat Style
Personalities-Combat StyleGenre-Weapons(Game play experienceEach of these characters has a unique combat style because each has a unique personality5
QuestionsWhat genre is your game?
What kind of gameplay experiences do you want the player to have?
GenreWeapons
Theses questions help determine your characters weapons6
WEAPONGive your character a signature weapon.
When you already know your character, characters personality, genre of game and needed weapon.Another important thing is paying attention to give your character a signature weaponWeapon is going to dictate how they fight, 7
WEAPON-Gun
No matter what the weapon, think about the range, speed and strength of the weapon8
WEAPON-grenade
Throwing a grenade should always carry the risk/reward of having it accidently go off if held for too long, or even bounce back at the player.Various possibilities.
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WEAPON-poison
Visual associatedIf poison is uncommon, make the antidote more common.
There is no worse feeling in a video game than making the player feel like death is inevitable.10
Melee
Melee is hand-to-hand combat, those hands can be lethal weapons and hold impromptu weapons found in the world.
Melee is hand-to-hand combat, those hands can be lethal weapons and hold impromptu weapons found in the worldPunchKickKnock-up and jugglingStealth killGrappleThrowSlapBlock and cancelParry and counterFocus attackTaunt11
Dont forget the player character can use impromptu weapons as wellprops or objects such as lead pipes, chairs, or even cars! Make it easy for players to find and pick up these items; provide on-screen prompts if you have to.Always strive to enable the player, even when youre disabling them.WEAPON-Anything
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ImportantStudying Real-world fighting styles to make more realistic and distinct.
Often in games, give him an opportunity to see it up close, this can be done when the weapon is first awarded to the player or through an inventory screen where the player can rotate and examine the weaponWhen designing how a weapon is used, think about its speed, range, the damage it does, if a weapon is upgradable, make sure the effects are seen on the weapon,
Combat environment, be mindful of it penetrating through objects
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NOW,
LetsFight!
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1.ATTACK-
2.MOVE-
3.GUARD-
Every action is seen to fall into one of three main categories, hitting, moving and guarding, they are elements of combat15
ATTACK-RANGE
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Close range combatConsists of grapples, punches, strikes, sweeps, tickle fights, and quick burst moves like head butts and upper cuts.
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medium range combatConsists of weapon swings, flying kicks, and dash attacks
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long range combatConsists of shooting or throwing projectiles or spells at enemies.
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Area effectsLike smart bombs and super attacks will affect enemies at long range or on the entire screen.
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Lock-on SystemsAs long as the button remains depressed, the player is locked on to an enemy. As each enemy is dispatched, the targeting system latches onto the next available enemy.
Lock-on systems require visual elements to help player track their targest.21
Lock-on System/Visual
Lock-on Systems
Whats another way to make the player look like an expert?Use a lock-on system, Mark of Kri had an innovative lock-on system that had players use the DuelShock controllers analog stick to a radar-style sweep to target a sequence of enemies that the players could program,The Legend of Zelda games lock-on system in which players can lock on to the enemy closest/ in front of them with a button press and flick the analog stick to select the next one over to the right or left. Lock-on systems reuire HUD visuals to help players track their targets.22
ATTACK-elevations
Standing position is the basic shoulder height of the player. Man-sized and larger opponents can be struck at this elevation.
Low position strikes are at the waist height (or lower) of the enemy and delivered from a crouched or kneeling position.
High Position attacks are delivered over the head of an average height enemy. They can only be done by jumping then attacking. High attacks are used against flying or large enemies like bosses.
Aerial position is when a player has jumped or flown into the air to attack.
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People want to play games that make them look cool!
important
Wind-up animation, Risk vs reward, using particle and visual effects to make attacks feel more dynamic and rewarding.A strike also need a reaction animation from the enemy. Powerful sound effects make attacks feel more rewarding.
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Good Example
Wind-up animation, Risk vs reward, using particle and visual effects to make attacks feel more dynamic and rewarding.A strike also need a reaction animation from the enemy. Powerful sound effects make attacks feel more rewarding.
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Bad example
Wind-up animation, Risk vs reward, using particle and visual effects to make attacks feel more dynamic and rewarding.A strike also need a reaction animation from the enemy. Powerful sound effects make attacks feel more rewarding.
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attack-matrixAttack NameControl SchemeRange of AttackSpeed of AttackDirection of Attack DamageSpecial..
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MOVE
The goal in a real-life fight it NOT to get hit28
MOVE-dODGE & ROLLDodges and Rolls
Allow players to get the heck out of dodge and quickly move out of the way of attacks. They should be quick and easy to perform too: a button press and single control stick move.
Dodges and rolls, these movements add a nice moment of tension, consider the camera locking in place as the player dodges and then have it catch up with the player when hes cleared the obstacle 29
MOVE-DASHESDashesDashes are forward moves that can be used for defense or attack. Like dodges, dashes should be very quick to perform.
The player should be able to use the dash to ram into enemies or smash breakable objects, even though a dash targets one enemy, you can have the players momentum continue to have him hit several enemies at once or create a sonic boom to send bad guys flying
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Also,guard
The goal in a real-life fight it NOT to get hit31
3.GUARD-BlockGeneral Blocks
A single button press to cross weapon, arms, or lift a shield to block an incoming attack. Theyre an all-purpose block for any situation and enemy.
Dont underestimate the use of sound effects in conjuction with block32
3.GUARD-BlockPositional Blocks
Correlate to a particular elevation and require a stick move and/or button press to block at the appropriate height, whether its a high or low. Most can be found in fighting games.
Dont underestimate the use of sound effects in conjuction with block33
Type of ViolenceESRB: The Entertainment Software Rating Board is a self-regulatory organization that assigns age and content ratings, enforces industry-adopted advertising guidelines, and ensures responsible online privacy principles for computer and video games in the United Stated, nearly all of Canada, and Mexico.
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ViolenceComic Mischief
Depictions or dialogue involving slapstick or suggestive humor.
ESRB introduction, reviews and provide ratings for game content, 35
Violence2. Cartoon Violence
Violent actions involving cartoon-like situations and characters. May include violence where a character is unharmed after the action has been inflicted.
ESRB introduction, reviews and provide ratings for game content, 1,Neighbours From Hell Compilation2,Dollar Dash3,Plants vs Zombies Garden36
Violence
Violent actions of a fantasy nature, involving human or non-human characters in situation easily distinguishable from real life.
3.Fantasy Violence
ESRB introduction1,Neighbours From Hell Compilation2,Dollar Dash3,Plants vs Zombies Garden37
Violence
Sense involving aggressive conflict. May contain bloodless dismemberment.
4. Violence
ESRB introduction1,Neighbours From Hell Compilation2,Dollar Dash3,Plants vs Zombies Garden38
Graphic and realistic-looking depictions of physical conflict. May involve extreme and/or realistic blood, gore, weapons and depictions of human injury and death.
Violence5.Intense Violence
4, Rise of Incarnates5,Saint Row39
ViolenceComic MischiefCartoon ViolenceFantasy ViolenceViolenceIntense ViolenceBe mindful of ESRB guidelines when creating violence gameplay
Link: www.esrb.org
Be mindful of ESRB guidelines when creating violence gameplayWhen designing violence in games you should realize that its all about context, the more violent activities the player does themselves, the higher the rating, 40
TimingTimingWhen the player presses a button, the character should quickly perform the behavior.If you want your combat animations to feel smooth, then you must strive to have your game run at 60 frames per second. due to decreased response time, delay and less lag.
http://30vs60.com/
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Truth & clever ideasBe mindful of ESRB guidelines when creating violence gameplayViolence is all about context: a violent act is going to feel more violent if it is the player who does it.Give your character a signature attack or weapon.Create an attack matrix to track your combat moves and reactions.Fighting enemies is supposed to be fun.People want to play games that make them look cool.Use a lock-on system to enable the player during combat.Close battles are more exciting.Use attacks to hamper and incapacitate the player rather than kill.Make it clear to the player that they have taken damage.Always strive to enable the player even when disabling them.Keep the player playing.
Lock-on system42
No combat is okayDo whatever you can to keep your players playing.Thank you!Wenzhuo DuanContact: [email protected]
Letting the players miss isnt such a bad thing. The player will be forced to become more skilled with his attacks, which will make him feel more of a cool dude as he masters combat timing. Or if the player just doesnt get it, you can always increase an enemys collision dynamically if the player misses or dies too many times in a row, Or you can offer to drop the game down to a lower difficulty setting. Do whatever you can to keep your players playing43