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*+*+*+* Yes. JUMPING... *+*+*+*

13 respuestas [Último envío]
Mié, 01/07/2015 - 11:11
Imagen de Loyalforces
Loyalforces

Okay, this new ability would be a big LEAP for SK. I think we'd be taking a STEP in the right direction if we added...

JUMPING.

In a videogame, I relish the ability to jump so much! If I cant jump in a free-roaming game, I feel really held back and stuff-n-things. SK is an INCREDIBLE game and I will totally keep playing it even though I cant ACTUALLY jump. Yeah, knights can perform those Dashes, which launches them forward a couple blocks, but that's different than what IM thinking of. For example, most GTA games. I would never play Grand Theft Auto if I couldn't jump on a car and moon the windshield. Now, Im not saying 'lets make Spriral Knights GTA' but truly, imagine jumping on other knights heads on spiral knights and MAYBE making a huge pyramid of knights! Okay, that's a long-shot, even for me.

But, think about it. If this comes through as a good idea and the Devs implement it, THIS COULD ADD A WHOLE NEW FIGHTING STYLE. Aerial attacks are, again, a long-shot, but imagine taking your favorite Combuster, hopping on a block pile, and jump-slamming it right on a Trojans head! Incrudibull! hmm, a new fighting style would take a lot of work tho. :(

Okay, and yeah, I know, I thought about all the problems we'd run into like:*
-Mob jumping glitches
-Breakable block loopholes
-if you hop on a player both become trapped
-new gravity problems
-probably some gun-firing glitches
-etc,etc,etc,etc,etc,etc,etc,etc.......

But if we added:*
-stacked blocks
-floating blocks
It might help. No it wouldn't help. But it'd still be fun. :3

Seriously tho, overall, this would have to be, like, a major update; bigger than the gunner update maybe.

*Im not a master programmer like these other guys, (even though im typing this in my Computer Programming AP class) so don't take my word for what SK needs, wants, or would improve with. I thank you for your support, comments, insults, love, spam and hate notes. I learn from it all. :)

Mié, 01/07/2015 - 12:11
#1
Imagen de Holy-Nightmare
Holy-Nightmare
.....

I'm not sure the game engine supports vertical movement.

Also you don't need to be able to jump around to have a good time.
Even Legend of Zelda Ocarina of Time didn't have a jump command and it still is considered one of the best selling LOZ game ever.

Mié, 01/07/2015 - 12:32
#2
Imagen de Dahall
Dahall

"you don't need to be able to jump around to have a good time."

While that is true, jumping is definitely going to add to the fun.

Also, I'm sure that all LoZ series games had at least a visual of jumping.

Mié, 01/07/2015 - 12:39
#3
Imagen de Vohtarak-Forum
Vohtarak-Forum
im vohtarak, call me by that name

This would allow you to skip entire floors
You know... Like that aurora isles one
And you can get into that now blocked off jelly green giant danger room

Mié, 01/07/2015 - 13:21
#4
Imagen de Klipik-Forum
Klipik-Forum

The game engine almost definitely doesn't support vertical movement, Just look at any level with a ramp or any sort of different elevations and fire a Brandish charge down it. Who knew explosions could defy gravity?

Mié, 01/07/2015 - 14:07
#5
Imagen de Loyalforces
Loyalforces
:/

I didn't think about the game engine capabilities. Im not that knowledgable about that kinda stuff so I didn't consider it. What do you think about this?

(paste to searchbar) http://forums.spiralknights.com/en/node/107517

Mié, 01/07/2015 - 14:09
#6
Imagen de Vohtarak-Forum
Vohtarak-Forum
im vohtarak, call me by that name

By the way this was suggested before

Mié, 01/07/2015 - 15:46
#7
Imagen de Fangel
Fangel
No.

Jumping in Spiral Knights bypasses many of the game's obstacles, plus this game has no actual Z-axis (that is, up and down).

This is a multiplayer dungeon crawler, not a 4-person open world game. Sandbox games benefit from jumping, dungeon crawlers do not(at least, they do not always. Spiral Knights is one of those).

Mié, 01/07/2015 - 16:48
#8
Imagen de Loyalforces
Loyalforces
Z axis?

Wait, if the game engine doesn't support a vertical axis, why do gun attacks get stopped by doing up ramps? AND they don't hit enemies if the enemy if on a ramp below you? Ive tested this btw.

Mié, 01/07/2015 - 17:05
#9
Imagen de Fangel
Fangel
It hits a wall.

Spiral Knights has no functional Z-axis. They have one, but it doesn't function as one. You'll notice in places like graveyards that sometimes your sprite will shoot into the sky when it flies over a wall, or that spot in grinchlin assault's second depth that makes you sink into the ground. Also in Firestorm Citadel, sometimes zombies are knocked off the path in the depth before Vanaduke by a spinning wheel, but end up miles below the path. That is due to the engine not having a true Z-axis.

Also, on your second point, bullets will hit enemies below them. An easy way to test this is on various forms is the first area of a treasure vault and turn auto-target on. Hit a kleptolisk and they'll stop being invisible, despite being far below the bullet. Also if you use a status item, they'll be inflicted with that. Another good way to test this is to use a haze bomb on a ramp area. Enemies below the bomb will be inflicted by the haze.

Mié, 01/07/2015 - 17:17
#10
Imagen de Loyalforces
Loyalforces
>Fangel

oh, oky, I never tested that with auto-target on.

Jue, 01/08/2015 - 19:31
#11
Imagen de Menish
Menish
*+*+*+* No. JUMPING... *+*+*+*

Wait, I need to fancy this up as well for attention, not just subject line.
*+*+*+* No. I DON'T THINK SO... *+*+*+*

Vie, 01/09/2015 - 10:53
#12
Imagen de Loyalforces
Loyalforces
*+*+*+*Dream Ruiner*+*+*+*

*+*+*+* #AmSadThatICannotJump *+*+*+*

Dom, 01/11/2015 - 20:18
#13
Imagen de Blandaxt
Blandaxt
I would love..

Jumping:

I would love in an animation like jumping could be implemented where instead of jumping, you teleport like the dash step. Just like the dashing mechanic where Your not really dashing. but teleporting one or two blocks ahead. But the ability of jumping itself would become an ability like the shield bash and dash. So this effect would be actually teleporting one or 2 blocks towards the direction i am facing. This teleport action though would be not as fast as the dashing mechanic, and would in fact be slower then me moving normally 2 blocks. It would be as slow as my character trying to move while stun. Though with this jumping ability, i could jump over spikes and traps or monster attacks (we can't jump over blocks). This would happen because during the jump, i would become invincible to things around me. So while the jumping animation is happening, i would get the same effects that i get when i just revive myself when using a spark. Another major positive effect of jumping is if you would be able to grab monsters, carry players near you, and perform combo attacks with carrying players. To further explain this i will need to show you some examples.

Grabbing monsters:

You would be able to grab a monster that is facing away from you and you are right behind that monster. This ability would be similar to when zombie slags grab my character restricting my movements. Some differences is that unlike the monsters, you can inflict damage to the monster when you grab and that you can change the direction you are facing when you grab a monster. Grabbed monsters would also become meat shields if you face them in the direction of an enemy attacking you. While grabbing a monster, it receives small pips of damage per second. But this damage is not significant. A grab duration would last 2 to 6 seconds depending on you rank (so a vanguard would do 6 seconds while a squire does 2), but you can cancel midway by pressing jump again. Grabbed monsters receives and extra 10% damage then normal. Trying to grab this monster is taking a risk because if that monster moves, you would instead jump causing you to be vulnerable when you land that jump or you could accidentally jump and land on traps. Landing on traps, would automatically cancel the landing animation, but would take 2x the damage then me just stepping on the spike trap.

Example:

I am behind a zombie and he is facing my friend. I can grab that zombie and face him towards my friend and he can smack that zombie all he wants while i am grabbing it. And not only would the zombie take damage from my friends attacks, he would also take small additional damage from me grabbing it (half a pip per second). This way i could work cooperatively with my teammates in the run.

Grabbing Large monsters:

For large monsters the rules are different for obvious reasons sense they are taller, bigger and weight hundreds of pounds more then you. So when you grab a large monster, you will not picking it up or holding his hands (cause it would probably smack into the ground if you try to hold his hands). When you grab a monster, you would be climbing onto it's back and getting on top of its head. When this happens, the monster will become temporarily blind and not be able to target any of your allies. This would last 2 to 6 seconds depending on your tier. While you are grabbing a large monster, you will not do any damage to it besides making it temporarily blind. But there are dangers with climbing big monsters that shake the earth with each step (it would be cool if when ever trojans/lumbers move, they would shake the screen a little). These dangers are depending on the type of monster.

Trojan:

A Trojan while grabbed would ram itself into a wall, and if i am still holding on to him while it impact that wall, i would receive major damage (2x the amount of damage i take when he smacks me with his mace), and if i were to survive that impact, i would have to go through a standing up animation before i can move around. Also, because of that impact, my shield bar would be cut in half. During standing up animations, the player can still use his shield, but he cannot move until the animation is done. Another way a trojan would get me off it is to use its attack booster buff/knock back skill that sends players near it flying. This would also send me flying, but would take less damage then the wall impact. I would have to go through a standing up animation after i hit the floor. My shield would be halved, but i can still activate it while i am getting up. To avoid both of these hits, i would have to press the jump button again for me to jump off 2 blocks away. Jumping off a big monster or any kind of jumping will always have a landing animation that leaves me vulnerable for a small amount of time. This amount of time is comparably the same with the autogun reload time.

Lumbers:

Lumbers can have a new action to get me off, or would just strike the ground and if i don't get off before it strikes the ground, i would be fling-ed off and take damage from the fling. I would also have to go through a standing up animation which would keep me in place for a small period of time.

Bosses are un-grab-able, period.

Grabbing allies:

Grabbing allies serve as 2 functions. One function is for transport because sometimes you are with players that randomly disconnect or with friends that go afk and you already reached the button and are forced to wait till either they get kicked by the system or they come back to get to the button. So when i grab an ally or he grabs me, there's an animation that allows me to carry him like an item or object like the keys found in the clockworks. Similar to the guildhalls, where you cannot set down props in some places, players who are picking up other players cannot set the picked up player on dangerous places. Dangerous places would be recognized as traps, shadow fire, barb wires/thorns ect. Sense players can still set picked up players in front of wheels or enemy attacks, there would be a guide that let players know that they can toggle that option off so that other players can't pick them up. Players who are picked up can jump off the player picking them up by pressing the shield button. The jump off animation and function would not propel the player jumping off forward and the player jumping off would land on the exact same block as the player that is carrying him. Any player who is being carried cannot gather loot, like money, heat, materials, or tokens. This way, i could move players to specific spots while his afk/disconnected so that i do not have to kick that player for me to move forward. Nor will the system have to worry about players cheating by bringing alts, and carrying them through the dungeon.

Example:

Allies who are near me would be able to pick up my character and carry me like an item in the game. The character would just have to get in the same block i am standing in, and press the jump button while their shield is still up. If i am in the correct spot, he will pick me up. If i am in the wrong spot, he would just jump normally.

Combo attacks:

Picking up a player takes an animation that makes me stay in that location for a small period of time. This means that while i am picking up and carrying a player, i am vulnerable to attack and damage. If i am damaged, i would automatically drop my picked up player, but the dropped player would automatically be moved to the nearest safe block. Players who are being picked up can use any charge attack on his weapon without charging it. While a player is being carried, he cannot switch his weapon or use his shield (but he can press the shield button to jump off). For the carried player to do this, he would need to press the attack button. When a player presses the attack button, he would go through an animation that takes 1 second before the attack can be unleashed. This animation would be that carried player jumping into the sky and the player on the ground throwing him into the sky as the carried player jumps (there is no actual sky, just animation), and unleashing the charge attack. This charge attack can be a bomb, sword or gun. Combo attacks increase the damage of the attack by a certain amount. This amount should be in my opinion 10% - 50% greater than picking up an attack boost. And the attack can go through enemy shields. The attack that is performed is unleashed from the player that is doing the picking up point of view. Similar to when where climbing stairs and attacking monsters that are at the bottom of the stairs. The attacks are being sent to the bottom of the stairs, but the animation is being done at the top of the stairs. In this combo attack, the animation will be done at a the bottom but the player being thrown would do a special action to make him look like he is doing something like throwing something down, or something else. While the combo attack is being performed, neither player can move from the block they are standing on. This duration is around 3 seconds, but the player performing the charge attack (the one that jump up) would have to go through a landing animation upon coming down and would stay around 5 seconds in that block. During the 2 second landing animation, that player would be vulnerable to damage. If the player landing takes damage, he would go to a trip and standing animation that would increase the duration he would be standing in that block and cut his shield bar in half. While the tripped player is standing, he can activate his shield, but would not be able to move till the animation is done.

Summary of flaws:

Now one major flaw of jumping is that all players need to land. Upon landing a jump you would be stuck doing a landing animation in that spot as if reloading the autogun for a short period of time. This This means that players would need to use jumping wisely cause that would cause them to become vulnerable for that short period of time. Another major negative effect of jumping is that is you are hit or take any kind of damage while in that vulnerable position, you would trip. This trip animation would be similar to the callahan/slug gun where you are knockdown on your but. This would means the amount of time you are vulnerable would increase because after you fall, you would have to wait till the animation of getting up completes before you can move. And you would take a major beating if their was monsters attacking all around you. This major beating would take out 2x the amount of damage it would normally dish out. Also if you are tripped, your shield bar would automatically cut in half. During a standing up animation, i can still use my shield to block, but i would have to wait till the animation is over before i can move around.

This could also change pvp sense we would be able to jump over some attacks, but at the same time be really vulnerable when players predict your land point and give you a good smacking.

I think we could make this part of the game using interesting program mechanics. This way we do not need to do a major overhaul breaking the 3rd plane into the 3d world.

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