[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
Dodging
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /v/ - Video Games

Thread replies: 13
Thread images: 5
File: 1458323479103.jpg (103 KB, 1024x768) Image search: [Google]
1458323479103.jpg
103 KB, 1024x768
Why do video games place so little emphasis on development of dodge / strafe or even feint mechanics? Having the equivalent of basketball's pump fake can probably be done by enabling simple animation cancel but it's harder to make AI react to it the way a human player would - or even disregard the fake swing or slash completely.

However, dodge is something barely anyone approached properly. Souls games have reverted to full armor rolls, Bloodborne might as well have you playing as a humanoid mech with titanium joints and Witcher makes you roll in the dirt more than you swing a sword.

Do you remember how God Hand could have excellent dodging system while you were standing in place? Or how Viewtiful Joe embedded it into combat and made counterattacking possible? Rolling is the shallowest of mechanics and I hope it goes away, it's an endless cascade of invincibility frames.
>>
>>332646013
>TFW no gf
>>
File: 1457733479591.png (21 KB, 723x564) Image search: [Google]
1457733479591.png
21 KB, 723x564
>>332646013
>>
File: 1420028437562.jpg (124 KB, 1751x1070) Image search: [Google]
1420028437562.jpg
124 KB, 1751x1070
>>332646268
I want off.
>>
File: 1323826599969.jpg (19 KB, 342x359) Image search: [Google]
1323826599969.jpg
19 KB, 342x359
>>332646013
What kind of fucking pose is that?
>>
>>332646013
she actually looks a bit grown in this pic.
>>
>>332646013
What?

nearly every mmo has dodging now

its part of the "dynamic combat" shtick
>>
>>332646013
Mountain blade allows for feinting attacks.
>>
File: 1424284498005.png (2 MB, 768x1024) Image search: [Google]
1424284498005.png
2 MB, 768x1024
>>332646268
> tfw have a gf
As someone that has one, you're in the position.
>>
>>332646786
It's good that M&B relies on timing of attacks so much (along with positioning) but its animations are pretty poor and it takes toll on the gameplay variety. It's a well implemented core system that doesn't go too far after that.
>>
>>332646013
i actually started playing the original unreal again the other day, and i had forgotten just how much dodging and strafing FPS games used to require, enemies were leading their shots to hit me as i moved, so i had to twist and turn and dodge (double tapping strafe) to avoid getting hit, they also rolled and dodged and leapt out of the way of my shots too, so every fight turned into a ballet of movement and shooting.

was actually quite refreshing to not be sat behind a waist high wall waiting for my screen to turn less red again.
>>
>>332646013
That's the 1 thing about "dodging" I never understood. How do you "dodge" when you physically go through the enemy? The best example I can think of right now is Monster Hunter, when Nargacuga does his tail whip and the best thing to do because it's almost impossible to get anyway at times. Is to time it so your i-frames match up while you go through his fucking tail. I just can't wrap my mind about doing that.
>>
>>332647241
Yes but FPS games are limited with their perspective for the most part. In old games like that, if you imagine you're flying a hovercraft it wouldn't make any difference in perception of character movement. I think that new Black Ops game actually tried to do something with parkour combat which is close enough to innovation but failed to implement verticality.

>>332647375
I don't mind i-frames if they're hard to pull off, don't mind that sort of 'gamey' feel. Otherwise it just feels like an exploit. It takes a lot of skill to pull off collision mechanics and complex hitboxes, in fact no one does that quite right.

Crowd that likes spectacle fighters will often base their whole gameplay approach around exploitation of animation that the developer cannot guard against completely.
Thread replies: 13
Thread images: 5

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.