suggestions: mature ones...

MateHaxor03

Pre-Searing Cadet

Join Date: Oct 2006

Wild Gaming

W/Mo

Ok I watched the makings of the game, and feel happy to share my ideas.

Characters feet match the land: Have their feet match the slopes. Modeling characters with moments of inertia and center of gravity will allow the maths to handle the center of gravity of where the characters torso should be based on the slope.

characters help each other with obstacles: Find a wall everyone helps each other lift the party over the wall... the speed of the transversing of the wall is based on the points allocated to a characters primary skill.

Casting skills on creatures already dead: Since the thing your attacking suddenly dies (well it was intentional) your cast is canceled and your just standing there taking damage from other creatures. Its not that the player is lazy but was expecting a colorful animation of using a skill successfully. I recommend that the skill is cast on the closest enemy if its in your range (melee attack) or ranged (outside of ranged), and the skill recharges twice the speed, but the next time you cast the skill it takes 1.5 times longer.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

1 and 2 are good. There's a problem with 3 when you're asking for a buff. In some cases having your skill cancelled when your target dies is a good thing, because then you have control over what it is casted on (or not use it at all) instead of wasting it on a target it probrably wont affect.

A good example would be to use backfire on a monter, only to have it redirected to a melee attacker, who is always closer than casters.

(In future, read the stickies. Only 1 idea per thread is allowed)

bigwig

bigwig

Krytan Explorer

Join Date: Oct 2005

Nova Scotia

#Dismantle

1. If you want a game that requires that much modeling, go with something thats not online.

2. The game would need a verticle axis first, and while i support teamwork, this just really isn't implementable in the game framework now.

3. There should be a penalty for casting a spell on someone who's about to die anyway, it shows you've got bad timing, and tend to waste energy.

4. Please read the "read first" thread before posting another thread. Its found here... http://www.guildwarsguru.com/forum/s...d.php?t=116806

AaronSwitchblade

Frost Gate Guardian

Join Date: Jun 2005

It's not a modelling issue.

To the original poster, about your first point, this just isn't possible. It'd be like asking the developers to make characters whose feet match the ground correctly when they turn.

This is very advanced kinematics and can't be done in Guild Wars - it can't be done in any game where it isn't present at the start - and even then, for most game types it just isn't possible.

I don't want to go into why it isn't possible, as I could go on for pages - just suffice to say it's much harder than you would expect it to be. Like many problems visually with 3D games, it seems like the solution would be simple until you actually look into it in detail.

You seem to throw out the word "mathematics" - the mathematics of collision detection is a huge area. If you in fact do know what you're on about, you could use a bilinear interpolation of a heightmap in order to find out the angle of the ground under the character's feet - in theory - but then designing procedural animations to get this to work would be a nightmare. You could of course, do a "canned" version - but this kind of thing isn't worth fixing unless you're going to FIX it, rather than just improve it.