In this post, I will share my basic set up when designing crowd melee combat.
We will be referencing to my previous post, where we share the tips and tricks employed in early HK action movies to portray a robust and dangerous crowd fight sequence. If you haven't had the chance, I suggest you take a look first before continuing.
All good? Let's do this ;)
We will be referencing to my previous post, where we share the tips and tricks employed in early HK action movies to portray a robust and dangerous crowd fight sequence. If you haven't had the chance, I suggest you take a look first before continuing.
All good? Let's do this ;)
What do we aim to achieve?
In short, the image above - A set up that allows player to fight multiple opponents, one after another.
How can we achieve this?
Deconstruct. Reconstruct.
In short, the image above - A set up that allows player to fight multiple opponents, one after another.
How can we achieve this?
Deconstruct. Reconstruct.
So Let's Get to it!
Thankfully, Master Jackie Chan has pretty much deconstruct what we need to know about basic choreography in the previous post. All we have to do now, is a quick recap before translating them into video game terms.
Basic Choreography...
Translate to video game...
To put it simply, we will need to recreate all 3 points above and that can be done by defining an Engage Limit, Spectator Circle and Disengage rule set. Here's what they are and what they do...
Thankfully, Master Jackie Chan has pretty much deconstruct what we need to know about basic choreography in the previous post. All we have to do now, is a quick recap before translating them into video game terms.
Basic Choreography...
- When 4 people fight me, there is only 1 person to fight with...
- Remaining people just stay behind and prance around, changing kung fu stance...
- When I knocks one out, the other one runs in to take his place!
Translate to video game...
- Only a restricted number of NPC to is allowed to actually engage the player at any one time.
- Unengaged NPCs need to move into position, away from the player, to help portray danger.
- When an engaged enemy is knocked down, a previously unengaged enemy will now take over.
To put it simply, we will need to recreate all 3 points above and that can be done by defining an Engage Limit, Spectator Circle and Disengage rule set. Here's what they are and what they do...
POINT 1 : Engage Limit
Set the maximum number of enemies a player can engage at one time.
Set the maximum number of enemies a player can engage at one time.
Example : Engage Limit is set to maximum of 1...
- When Engage Limit is not full, check for and pick the nearest NPC.
- Picked NPC is assigned to engage.
- Picked NPC takes up 1 spot from Engage Limit.
- Engage Limit reaches 1/1.
- No other NPC will be called to engage this player.
POINT 2 : Spectator Circle
Set a distance around the player and his opponent, where unengaged NPCs hang out and act tough.
Set a distance around the player and his opponent, where unengaged NPCs hang out and act tough.
Example : Spectator Circle is set with a 3 meters radius...
- Unengaged NPCs will pick a random location around the Spectator Circle's perimeter and approach.
- When reached, pick another location and approach again.
- Unengaged NPC will repeat this until he is picked to engage.
- Adds additional rules to improve realism or reinforce their presence. Whatever your budget allows...
- When reached, 50% chance to play kung fu stance animation.
- When reached, 50% chance to play threatening VO.
- When reached, 50% chance to play kung fu stance animation.
POINT 3 : Disengaging & Reengage
Determine when and what to disengage.
Determine when and what to disengage.
Example : Disengage NPCs in knocked back state.
- Player's Engage Limit is capped at 1/1, fighting an NPC.
- When player lands a heavy attack, NPC is knocked back.
- When NPC is in knock back state, it loses its engagement.
- Engage Limit is reset to 0/1.
- When Engage Limit is not full, check for and pick the nearest NPC to engage.
- The cycle repeats itself until all enemies are taken out.
What have we learn?
- A basic set up!
- The 3 requirements to achieving this set up.
- The 3 points needed to meet each of these requirements.
- Most importantly : How we define a vision/goal and work step by step towards it.
Look mom, I can design combat now!
Eh... well, yea... maybe. But actually, no. Not at all.
As mentioned, the goal was to replicate the kind of tension and danger found in early HK movies crowd combat fight scene. Whatever we have right now is probably better than a simple "Spawn NPC > Approach player > Attack" set up, but depending on the game you're working on, that's probably not enough.
In the next post, let's refer to Master Jackie Chan again, this time on what he did to push fight choreography even further in his own movie, and what we can learn to make combat feel even faster and more dangerous - STAY TUNED!
Eh... well, yea... maybe. But actually, no. Not at all.
As mentioned, the goal was to replicate the kind of tension and danger found in early HK movies crowd combat fight scene. Whatever we have right now is probably better than a simple "Spawn NPC > Approach player > Attack" set up, but depending on the game you're working on, that's probably not enough.
In the next post, let's refer to Master Jackie Chan again, this time on what he did to push fight choreography even further in his own movie, and what we can learn to make combat feel even faster and more dangerous - STAY TUNED!