slow motion concept ideas.

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BobTD
Posts: 2
Joined: Sun Jan 16, 2011 12:47 am

slow motion concept ideas.

Post by BobTD » Sat Sep 17, 2011 4:59 am

So I have been following the update videos and really started wondering about the use of slow motion, specifically, after it was pointed out how useful it is to break up the pace (and maintain an important element of martial arts style combat) while realizing it could easily become repetitive.

I was thinking about how it would be possible to keep the slow motion as entertaining as possible myself because I have played games with a lot of slow motion (for example fallout 3) and even there it felt overused. I came to the conclusion that (I felt personally) that its fundamentally going to become less and less entertaining if its implemented as an effect during/after a strike connects.

A possible solution could be to essentially "wrap a bubble" around the limbs of characters that would set off slow motion before the strikes connect, so that the animation is slightly shorter and represents a heightened focus during combat. Please forgive my ignorance concerning how you built the game, I really have no idea how things currently work. However the idea in my head is basically turning slow motion sequences into something you look for and react to more and more as gameplay progresses rather than less and less, because they are more of a quick time opportunity.

I don't know if having a slow motion scene to react would be to much of an advantage. Maybe only the first moment of the slow motion sequence should allow you to react, so that if you don't react fast enough your defense comes up short and you still get hit. Maybe it would be better if it was only used when your character/the enemy was hurt enough to be killed by the next blow.

Although personally I would like to see slow motion it in its current form from time to time. I sometimes also wonder if it would work better if it was only used on a finishing move after a certain length combo has been achieved, or some other criteria has been sufficiently met.

I apologize if this is a horse that has been beaten to death already. Maybe it will lead to some conversation and constructive feedback.

rhazielz
Posts: 7
Joined: Mon Sep 26, 2011 12:42 am

Re: slow motion concept ideas.

Post by rhazielz » Mon Sep 26, 2011 1:04 am

should be used for a critical hit, counter hit and/or the last opponent if fighting a group, but should start before the hit or during instead of after its happened. or lastly if you outright dodge it game slows alitte indicating the time to launch a critical counter hit/instant kill.

satchakel
Posts: 2
Joined: Tue Jul 05, 2011 1:58 pm

Re: slow motion concept ideas.

Post by satchakel » Thu Sep 29, 2011 4:38 am

I was thinking about how it would be possible to keep the slow motion as entertaining as possible myself because I have played games with a lot of slow motion (for example fallout 3) and even there it felt overused. I came to the conclusion that (I felt personally) that its fundamentally going to become less and less entertaining if its implemented as an effect during/after a strike connects.
abuse of slow motion can get you really tired (especially in fallout)

rhazielz
Posts: 7
Joined: Mon Sep 26, 2011 12:42 am

Re: slow motion concept ideas.

Post by rhazielz » Thu Sep 29, 2011 5:59 am

my previous post was a little vague to the implications of slow motion and was probably off topic.

so here is my recount of what slow motion should or could be used for in overgrowth, slow motion in fallout was a whack random thing should have been used better. If slow motion is going to be used in overgrowth you should first look at some games that used slow motion well, the most famous of all is
max payne and you can see why, first of all its controlled by the player and most games so far have stuck to this. except fallout. slow motion needs to be something the player can control to help the player with maybe timing issues for blocking, countering or throwing kunai and manipulating the aim.the way the fighting system is set up this would help with mobs constantly waling on you and give u the ability to dodge while in a tight situation.
other third person games that used slow motion that were cool, ninja theory games because they mainly focused on a cinematic experience.there linear gameplay is there problem because they create no replay value, but they had the right idea.
if slow motion effects become an automated thing they have to be rare in a third person ninja rabbit kombat game so it doesn't become stale, EXAMPLE: the death of a major boss in kingdom hearts game slows on last hit.

If slow motion becomes a character driven thing or both it could work like this a blow stuns a character to set them up for a fishing hit, say after you kick some while there down the slow motion activates like in the alpha videos then your character jumps up and comes down crushing there skull or spine bruce lee style,(the slow motion ends after kick and speeds up for the jump)Or if you die in game would also work well in this game, but in saying that this could all be a load of jargen no one cares about or would be too frustrating finding the right balance.

your guess is as good as mine.

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