slow motion concept ideas.
Posted: 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.
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.