melee

melee

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

melee

Post by Wombat »

fast question, is it still fuked ? (i mean, possible to do but not worth coz of shitty effect and lot of work)
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: melee

Post by bobthedinosaur »

define worth it? it works, but it may be less than par for your desired effects.
Google_Frog
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Re: melee

Post by Google_Frog »

There is no correct answer to this question. Look at the current melee implementations and decide. My opinion is it works.
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Forboding Angel
Evolution RTS Developer
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Re: melee

Post by Forboding Angel »

Google_Frog wrote:There is no correct answer to this question. Look at the current melee implementations and decide. My opinion is it works.
..ish. It's not perfect, but if you stroke spring the right way you can mroe or less get what you want.
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Wombat
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Re: melee

Post by Wombat »

ok then, 'it works' is the answer i wanted, thx :D
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smoth
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Re: melee

Post by smoth »

Google_Frog wrote:There is no correct answer to this question. Look at the current melee implementations and decide. My opinion is it works.
List the examples of implementation please
Google_Frog
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Re: melee

Post by Google_Frog »

And so it begins....

Check CA Jack and the Halberd in the 1faction branch.

This is why I say look at them an decide. I call those two units melee and they work and if you want to do something like that it can work. Smoth might call melee something else and have extra requirements for what he wants to implement.
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smoth
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Re: melee

Post by smoth »

No, no, not trying to argue anything it is about time for me to yet again re-evaluate the options. Gundam could really use melee, so I wanted to look at examples. Also, iirc, cursed has an implementation that I also want to look at
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KDR_11k
Game Developer
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Re: melee

Post by KDR_11k »

Kernel Panic had the Worm using some sort of melee since Corruption and a full melee weapon since Division Zero. The issue is more with how close stuff has to get for the visual weapon to connect, the worm is quite stretchy so it has a melee range of 200 or thereabouts.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: melee

Post by zwzsg »

Well, KP's worm's weapon has an area of effect larger than the largest KP building, so it's kinda cheating.
Saktoth
Zero-K Developer
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Re: melee

Post by Saktoth »

CA Jack (corcan) and 1faction Scythe (spherepole) both use melee weapons. They are nothing more than invisible beamweapons with a very short range which triggers the unit to flail its arms around wildly whenever the weapon is fired.

This is also how cursed does it.

Sometimes the weapon doesnt actually connect, and just pokes in the general direction of the enemy. It is my opinion that this is acceptable (but far from ideal) and we are quite used to seeing this kind of thing in computer games. Units also often crowd around a target bumping into eachother and the pathfinding is not ideal for melee (compare it to Starcraft 2, where the pathfinding is very specifically set up to handle melee) but on the whole its fairly reasonable.
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KDR_11k
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Re: melee

Post by KDR_11k »

There is a separate Melee weapon, you can use that instead of a beamlaser.
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