{"id":1214,"date":"2004-11-04T00:00:00","date_gmt":"2004-11-04T00:00:00","guid":{"rendered":"https:\/\/seegras.discordia.ch\/Blog\/?p=1214"},"modified":"2019-01-17T23:35:32","modified_gmt":"2019-01-17T22:35:32","slug":"fighting-system-for-computer-games","status":"publish","type":"post","link":"https:\/\/seegras.discordia.ch\/Blog\/fighting-system-for-computer-games\/","title":{"rendered":"Fighting System for Computer-Games"},"content":{"rendered":"<div id=\"fortune\">\nRealistic Arms- Armor- and Fight-Models<\/div>\n<h3>Abstract<\/h3>\n<p><i>Most action-games, even the ones set in fantasy-environments<br \/>\nconcentrate on ranged weapons, or do have only a very limited support for<br \/>\nnon-ranged weapons, limited moves, thrusts and slashes. More so if they&#8217;re<br \/>\nfirst person perspective. Most RPGs on the other hand just display some<br \/>\npre-defined moves, according to whether the agent hits or not, which<br \/>\nin turn is mostly defined by the stats of the agent and some dice. This<br \/>\nessay will present you with an action-oriented alternative combat-system for<br \/>\nfirst-person perspective-games<\/i><\/p>\n<h3>Premises<\/h3>\n<p>Real medieval hand-to-hand-combat is completely different than what<br \/>\never is depicted in movies or computer-games. The aim is to incorporate<br \/>\nthese realities into a game-engine.<\/p>\n<ul>\n<li><b>Armour<\/b> is as light as possible, designed to be as much as<br \/>\nprotective as possible against specific threats and weapons. Chain mail<br \/>\nfor instance was designed against slashes, but not against thrusts.<br \/>\nArmour is also nearly impenetrable against those specific threats. You<br \/>\ncannot, for instance, pierce late medieval plate armour with a bow or<br \/>\nlight crossbow.<\/li>\n<li><b>Arms<\/b> are as light as possible as well, and change with time<br \/>\nto accomplish a very specific goal, to inflict damage to a very specific<br \/>\ntarget. A flail is only useful against opponents wielding shields, but<br \/>\nin that case very much so, because you can hit them behind their shields.<br \/>\nA lucerne hammer won&#8217;t inflict more damage than a sword, but is able to<br \/>\npenetrate plate armour, thus only appeared with the appearance of plate<br \/>\narmour.<\/li>\n<li><b>Style<\/b> arms and armour dictate how you are able to fight. You<br \/>\ncan&#8217;t just bang on plate with your sword and hope to break it some time.<br \/>\nYou could try to thrust into weak spots instead. There is no &#8220;parry&#8221; or<br \/>\nhard block with weapons, instead real medieval combat focuses on<br \/>\ncounterattacks or avoidance.<\/li>\n<li><b>Damage<\/b> is primarily done to the opponent. The chance of<br \/>\ndamaging the armor in a way that it isn&#8217;t protective anymore is<br \/>\nabout null. But the armour will afflict your damage if not cancel<br \/>\nit altogether. As part of a simple damage-model, fatigue could be<br \/>\nused, thus making wounded agents slower. In extreme cases, limbs<br \/>\ncould be severed, limiting the physical possibilities of the agent<br \/>\nfurther.<\/li>\n<\/ul>\n<p>[If you&#8217;re objecting now, you&#8217;re probably wrong. If you&#8217;re not<br \/>\npracticing medieval armed combat and regularly wear armor, you most<br \/>\ncertainly are]<\/p>\n<h3>Needs<\/h3>\n<p>Here we look at the technical needs to incorporate this into a game.<\/p>\n<ul>\n<li><b>3D-Engine<\/b> Most basic. Mort probably any good one will do,<br \/>\nfocus on large seneries is best, as well it should be able to handle<br \/>\na great many objects with different textures (or shaders to accomodate<br \/>\nfor the lack of textures).<\/li>\n<li><b>physics-engine<\/b> is probably the most important part. Not only<br \/>\nit has to apply phisics to normal objects, but also to players, and most<br \/>\nimportantly to weapons as well. It also needs the capability to define<br \/>\nobjects which can damage other objects, namely cut and pierce according<br \/>\nto with which force\/speed it is applied.<\/li>\n<\/ul>\n<h3>How it works<\/h3>\n<p>For ranged weapons, its simple. You target preferably a weak spot of<br \/>\nyour opponent, and on a hit, your arrow or whatever will maybe hit some<br \/>\narmour, pierce it or not, and inflict a wound.<\/p>\n<p>For hand-to-hand combat, you use your mouse. left button slahes, right<br \/>\nbutton thrusts; and it does it when you release the button, thus making<br \/>\nit possible to direct the weapon with movements of the mouse while holding<br \/>\ndown the button. Its possible in that way, not only to direct your weapon<br \/>\nexactly to where you want to, like a thrust into the eyes, but also to<br \/>\ncounter a thrust with a slash.<\/p>\n<p>The weapons will of course have different mass and impact, thus making<br \/>\nit possible to pierce a plate armour with a lucerne hammer, or to thrust<br \/>\nthrough chain-mail with a one-and-a-half-handed sowrd.<\/p>\n<p>Fatigue will be essential, making people wearing heavy armour or other<br \/>\nload tired and slow down very fast; opening the possibility for lightly armed<br \/>\nfighters to win nevertheless, even when one has to hit one small weak<br \/>\nspot in the enemys armour.<\/p>\n<p>A further idea for more realism is that, poeple having mass, you can<br \/>\ndefine that some armour has sizes. Maybe three sizes for chain mail,<br \/>\nbut very fine-grained sizes for plate armour. This way, most plate<br \/>\narmour found would be useless and could only be sold. This also balances<br \/>\nthe inflation of armour.<\/p>\n<h3>Examples<\/h3>\n<p>To slay a wolf, you just target the wolf, go near enough and thrust or<br \/>\nslash anywhere. You could target the head or try to sever one of its legs.<br \/>\nThe wolf isn&#8217;t armoured, so it doesn&#8217;t matter too much where you hit.<\/p>\n<p>To fight a barbarian which wears a chain mail gets a bit more<br \/>\ndifficult. Will you try a thrust to his head, or maybe a slash to his legs,<br \/>\nwhere he is unarmoured? Or maybe just thrust anywhere, in the hope your<br \/>\nlong sword is able to pierce his armour?<\/p>\n<p>The knight in plate armour is a very dangerous opponent. You could thrust<br \/>\nto his axles, or maybe run around him in order to make him tired (and then<br \/>\nthrust), run away, and so on.<\/p>\n<p>Peter Keel,<\/p>\n<div id=\"date\">2004-11-04<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Realistic Arms- Armor- and Fight-Models Abstract Most action-games, even the ones set in fantasy-environments concentrate on ranged weapons, or do have only a very limited support for non-ranged weapons, limited moves, thrusts and slashes. More so if they&#8217;re first person perspective. Most RPGs on the other hand just display some pre-defined moves, according to whether [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2,102],"tags":[],"class_list":["post-1214","post","type-post","status-publish","format-standard","hentry","category-computers","category-games"],"_links":{"self":[{"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/posts\/1214","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/comments?post=1214"}],"version-history":[{"count":1,"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/posts\/1214\/revisions"}],"predecessor-version":[{"id":1260,"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/posts\/1214\/revisions\/1260"}],"wp:attachment":[{"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/media?parent=1214"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/categories?post=1214"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/seegras.discordia.ch\/Blog\/wp-json\/wp\/v2\/tags?post=1214"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}