Monday, December 29, 2008

platformer with combat in TP action game

platforming in 3D game is an extremely difficult thing, in my opinion. a game without platformer leaves designers very easy at level design. because gamers can be given one or a certain number of finely crafted path. there are certain elements could be largely ignored, for example, the roof of a building can just be left undone. although there're still a lot of players tried to use a limited platforming ability provided by the games they are playing.

but this is not what i want to talk about though. i want to talk about how to combine platformer with combat. the most basic form of the combination i can remember is Mario's jump on the green turtles, or mushrooms. the most wonderful example i have witnessed was prince of persia sand of time series. it was triumphed in warrior within and perfected in the two thrones. with that in mind, i want to ask. how do i create a game like Oni, with Oni's hand to hand combat and BoD's weapon combat, with a platformer like PoP SoT series? so basically, i am asking how do i have a game with great platformer, great and detailed melee combat, and how do i combine both of them?

there are two main situations for players to explore in action games. one is navigation, the other one is combat. why do i want to combine platformer with combat? one of the reasons is that i am so very excited by PoP SoT series. an action game without platformer was boring. you are just merely going from one level to another. the combat will eventually wear thin and repetitive. it is normal to expect your game might have a cult following, but not mass market product. this might not be a bad thing, however, most action games with before mentioned level design pattern was usually bad. because most combat designed was usually sad. combining platformer and combat was a good way to bring variety to the games, even though one of the elements might be too simple. platformer might even be more important than combat. since it keeps player moving without another mind bothering along side of him.

second reason for combining platformer with combat was because it gives different players a chance to explore same situations in different manners. some people like to fight one on one, pure fighting. the other people might like to running around, find a chance not to fight. thus, open a great door for a feeling for the power of coice. third, it also gives a chance for designers to really develope few different characters with different fighting style. the example i could come up with is neo and morpheus in matrix. when neo faced morpheos in a virtual dojo, two totally different style was so obvious, but also very interesting.

there's a very important issue i wish to see solved. that's the camera. i want a realistic fighting mechanics. by integrated platformer into melee mechanics, i am afraid of characters went out of the camera. and since i wish for a camera style like Oni throughout most of the game, i wonder how do i make a wall jump without displacing camera on the far side of room...

by jolly, this is just a writing to distract myself from wantom destruction. i do not see any future of any improvements on the fighting action games at all. since complicated control is always belonged to a handful of players...

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