This is my first (I’m hoping) of many post on a project I’ve dubbed
Alter Ego (A.E. for short) (working title). It is in reference and
reverence to the original name (if I’m not mistaken) given to
Fableby Sir Peter Molyneux, Ego.
The concept is to offer the chance at an “alter-ego” in a medieval
themed fantasy world which is driven primarily by four key gameplay
mechanics/features as well as my ideas on a sort of crafting/profession
system that gives access to making just about anything within the game.
Within this post I’ll be covering my thoughts and concepts on a fighting
system which is one of the four key features.
The first of these four features/mechanics is what I’ve dubbed the
“Free Form Combat (FFC for short) System” (working title). In its
simplest form the control scheme wouldn’t be anything new or all too
innovative. It would be akin to The Elder Scrolls series with minor
changes. This form is aimed to be more user friendly in hopes of keeping
casual gamers interested and hopefully appeal to a larger demographic.
In its most advance form the system would utilizes both joysticks to
emulate full fledge control of the arms. When stationary, the system
will in theory perform coinciding footwork by matching the upper bodies
movement in a predictive anatomically correct fashion. The system should
also have an “unhinged” function to allow control of one arm giving the
other joystick control over movement. The arm which isn’t being
controlled will generally remain in its last position. This will be
helpful/useful to keep a shield in a good overall defended spot or a bow
at a level position while you fire with the other hand. Each form comes
with its rewards and penalties to compensate for the effort advanced
users would put forth as well as balance the ease of simpler input. Each
type of combat will have a button to initialize that sort of combat. I
haven’t fine tuned any specifics but an example would be left bumper on
the 360 controller initializing/drawing your melee weapon, right bumper
prepares the controls for ranged combat and both together would
initialize the casting system. Initializing unhinged/shorthand mechanics
should have a universal button within each form of combat for advanced
Side note: Two-handed weapons.
A wielder of a two-handed weapon is required to have both hands on
his/her weapon. That would mean both joysticks moving in unison to mimic
a motion. During the “unhinged” function the back arm (hand held
furthest from the hilt) would still be in motion. This would allow for
short clubbing/chopping motions to be performed while moving.
Side note: Ranged combat/Archery.
Similar to a two-handed weapon wielder, an archer would have to use both
hands for his/her weapon to function. One arm would hold the bow and
perform the aiming function while the other hand reaches for arrows and
draws the bow. The reach/draw method would be interchangeable (left or
right stick pertaining to left hand or right hand) according to
preference. However, the motion will generally remain the same. As of
now, my proposed method involves pulling down (the draw hand reaches
back for an arrow), semi circle upward (to the left or right depending
on what arm you’re using) to set the arrow, down again to pull back on
the draw string, lastly a quick release of the stick to fire or a slow
readjustment to cancel the shot. For throwing knives/spears and such an
adapted version focusing on the reach/draw method used for arrows can be
implemented. As for the unhinged version I figured keeping the bow hand
at a level position or the the last chosen position when aiming should
do. A thought on how arrows are drawn came to mind while working out
what motion could be used on the joystick to simulate it. The position
of the quiver (top to bottom by default or left to right on your lower
back later on) could be used as an “advanced technique” to
quicken/smoothen the reaching process by pulling off to the side to
draw, setting the arrow (effectively turning a semi-circle motion to a
quarter circle) and then the pull back/release.
Casting system within FFC: Weaving.
The casting system in FFC was partially inspired by a mechanic/function
in Fable 2. As it has been established, each arm is controlled by
one of the joysticks. This would allow free, fluid, fully controlled
movement of the arms which enables all spell cast in A.E.’s FFC
system. I’ve named this aspect Weaving. While a shorthand/unhinged
version will exist, Weavingis designed to force the user to be
stationary in order to utilize their full strength by using both arms.
The complexity and vulnerability of the mechanic is meant to act as a
means to account for the enormous potential damage weavers can cause. My
thoughts on the spells themselves are still changing and evolving. As of
now, I have a considerable system based on the elements. It is largely
inspired by Avatar (The last Air-Bender) and heavily influenced by my
martial arts training. Gathering is the first step in any successful
weave. The basis of the system revolves around the types of motions
carried out while gathering. Sharp/quick motions can be used to enable
fire. Smooth ebb and flow motions can be uses for water. Rigid/linear
motions can be used for earth. Finally, a combination of fast and/or
slow, often circular, motions can be used for wind. During the gathering
process the weaver builds up energy within, which is triggered by simply
initializing weaving. When more experienced, the weaver can use his/her
energy to attract then mold elemental forces around him/her with said
motions. The second step is unleashing said energy in whatever form was
intended. This step was in part inspired by Fable 2s’ casting
choices within each spell that allowed you to AOE or focus a target.
Here is where most skills/”spells” would be discovered. This is also
where the customizable/situational aspect of weaving occurs. The
gathered energy can be released in multiple ways, offset by a motion
carried out after confirming a desired gather. At this point the energy
can be used on yourself for varying benefits. This is how all simple
spells first learned will be carried out. When no elemental knowledge is
known it will simply work as Chi to empower your actions. After gaining
elemental knowledge and a bit more mastery, the energy can be used on a
weapon to imbue it with varying effects. Generally spells will be
unleashed in a simple burst and later on as projectiles by thrusting
both hands in a given direction. However, the manner in which the
unleashing occurs can lead to a diverse range of outcomes as the weaver
becomes more experienced. Channeling is one of the outcomes of not
thrusting both hands outward. Keeping a hand stationary while thrusting
out another will cause a steady stream of energy to be channeled. This
would allow for effects like a flamethrower or a constant gust of wind
to occur. Another of these varied outcomes is brought about by thrusting
both hands downward causing an AOE around the weaver. The last of these
methods that I’ve developed so far involves dropping one hand and
thrusting another. Doing this would in effect cause things like a flame
wall or earth barrier to form. Essentially each step is a skill which I
intend to be discovered. In other words each elemental gather as well as
gathering itself is considered a skill.
Side note: Check/balances for hybrids.
An efficiency/potency penalty for armor/equipment not suited for the
current action/skill will also be applied. For example, skills requiring
more mobility (like the ones of rogues/archers) in their execution won’t
be as accurate or as quick with bulky cumbersome armor. Just the same
loose thinner clothes/robes would reduce your accuracy and cause you to
be less surefooted due to them not being tight and form fitting. Other
disciplines gain similar penalties. Skills encompassing heavy weapons
and melee weapons in general will be slower and less accurate in
loose/cloth armor to simulate how loose clothing could entangle or
generally hinder the swinging of a weapon. Lighter yet tighter armor
such as leather will gain a damage reduction to simulate loss of the
extra weight and force behind wearing heavy armor. When it came to
casting/weaving the process was a little more confusing to limit. So far
I’ve come up with two things I could limit. Wearing heavy armor would
block you off from feeling a lot of the world around you causing
gathering to be more of a challenge, happening significantly slower.
Your ability to hold/concentrate energy due to not being in direct
contact with it will affect the potency of your unleashed spells. With
lighter/leather armor the potency penalty would be applied but, having a
better sense of your surroundings in comparison to the shell effect in
heavy armor, wouldn’t cause the gathering penalty.
I would like to thank any of you reading this ahead of time for taking
your time to read what I’ve written as well as for any feedback that may
come along with it which is much appreciated.
Alfred L. aka SinisterPride
Please log in or register to post a reply.