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is this combat mod possible with the skyrim engine??


johndud0

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COmbat is getting incredibly stale to me in video games recently that I quit playing some games months ago like skyrim and until I learned how to chain attacks in the witcher 2 I had given up on that game too, every attack was the same no different animations for critical hits, no more chaining attacks like the previous witcher or increased speed from chaining,and god almighty i hated the same attack animations and no way to get to the stronger attacks by timing button presses so you have to push the same button six, or seven times to get to the cool attack animatons (this really made the combat a bore) and i hated the roll mechanic when we needed a timed dodge mechanic, and for skyrim the combat was unbalanced and just so simple and boring that I couldn’t play it and still don’t play it.

 

I have some good ideas for a combat system that will make a great game and that will stand the test of time. My idea is instead of the two buttons for attacking with sword you use the analog stick (if using gamepad) or you press a mouse button and pull the mouse to the left or right depending on where you want the attack to go. This combat system is somewhat like the optional system on dead island, or a lot like EA's skate games.

 

Now im going to go in depth on how you can use the gamepad: say you have a sword in your right hand, and your enemy has a sword in his right hand and its positioned to his right more then in the center, the logical and more effective strike would be to attack from your right side, to his left side since he doesnt have a sword or shield on that side of his body. The way you would do this is:

 

-By pressing the right trigger to activate the sword mechanic then using the right analog stick, pull from right then push to left and depending oh how far to the right you pulled, the attack would either be a strong attack or a light attack.

 

-And i would also like a lot of different animations or better yet a system where depending on the exact direction (X-axis, Y-axis) the analog stick is pulled, the attacks would directly correlate in-game on where to swing and hit.

 

-So^^^ if i pull the analog stick to the diagonal right and then over to diagonal left the attack would hit his knees, and if much higher i could hit him in the belly or the head

 

-We would also need attacks starting from above the head and down, then attacks from below the midsection and up

 

 

 

-Also^^^a system where after your sword swings from right to left, your body and sword stay in that position for a while bcuz of momentum, so then you would have to make an attack using the same method, except reverse pull from left, then push to right or you would just wait till you regain footing and default stance which wouldn't take long but this gives you an opportunity to chain attacks with momentum or do spin attacks!!

 

-So the spin attack^^^ would work like this: sword in right hand, pull from right, then push to left, wait for sword flare or whatever ques you to chain attack, press right analog stick button down(R3) to lock position in place then again pull from right, then push to left to execute spin attack (detailed below why need for lock in place)

 

-Details of why to lock in place: there might be a simple way to get this system working, if someone could write a script that made the right trigger and right analog stick when pressed together function as where your sword is in the world and on your person (this is why you would need to lock in place, bcuz pulling right analog stick back to the right would pull your sword and character back to that place also)

 

-so now ^^^ it actually feels like your swinging a sword and you have much more control over your attacks, this immerses you incredibly, instead of just pressing two buttons and having predetermined attack routes.

 

-This opens up a lot of possibilities for combat, you can attack someones legs, maybe you can strike with the point of your sword by pressing the analog stick down and then up.

 

-Combinations and chaining attacks are dependent on using the analog function correctly and in a timed fashion

 

-You could also make a very dynamic parrying system where when an enemy attacks you have to parry in the direction hes attacking, you could do this by pressing the Left trigger and then pushing the analog stick to where he is attacking and depending on how precise you were it might only negate a little bit of damage or depletes a little vigor

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It's called creation engine. It's a modified gamebyro. Most of the changes to gamebyro deal in streamline production to allow the game content to be created faster thus being able to create more. The rest is just improvements on the render mostly. You can do pretty much anything you can think up in the gamebyro engine. I think you'll find that no one would be willing to undertake such a project. The character armor skeleton rigs alone would require a professional artist, if not a studio. What is worse is that a few parts of the toolset that modders have used in the past for TES, FO3, FNV still don't exist yet. Along with it being more difficult to create said tools.

 

Your problem is (what you think games should be like) vs (what is $$$ for developers) You can change one of these. Just think to yourself that all games should be like donkey kong or a board game, then pretty much the status quo is V.R. Unrealistic expectations are a plague upon gamers right now, second only to harassment which has grown so much in scale that being a gamer isn't a good thing anymore. But I digress... Immersion is a state of mind. If you want to be in that game world then put yourself in it. Use your imagination instead of looking for what the game isn't. Look at the big picture. Play another game or a very old game to switch it up.

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Unfortunately most of this combat system stuff is deeply ingrained in the game and not changeable in the CK and by the average modder. The CK is a tool for adding more content that is like the content that currently exists. So you can add things like more dungeons, more NPCs, more houses, and more quests, but the tool and the game system itself are not set up to easily accommodate the type of changes you would like to see.
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  • 2 months later...
  • 1 year later...

Dead Island has the analog mechanics similar to this. Why would it be difficult to add a parry system against another human opponent? I know this is an old topic JohnDud, but this is exactly what I would love to play.

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