Control is like a mech. Aiming would move arms around (reach the 'edge' and yaw of the legs occurs), camera would stay fixed on a target and player would be 'cohersed' into moving towards target. Movement modifies swing arc/direction according to forward/back/strafe, but does not define the type or strength of swing.
The 'acrobatics' key will be crouch. So different combinations of crouch + movement/swings will do different things. Jump is your alternative 'acrobatics' key, and will perform various things if used correctly.
[key1]+[key2] (Key1 and Key2 down at same time)
[key1]^[key2] (Key1 down and up, key2 down and up, real fast)
[key1]-[Condition]->[key2] (Key1 down, meet condition, key2 down)
[key1]++ (key1 tapping over and over)
[key1]__ (key1 held down)
__[key1] (key1 let up (after held down))
[Forward] ^ [Forward]__ would make your Jedi Run/Use force speed.
[Forward] ^ [Forward]__ -[Wait at least 1 second]-> [Jump] would make your Jedi do a dash jump, to cross large distances.
[Crouch] -[0.1 to 0.3 window]-> [Direction] makes you roll in that direction. (if you wait 0.5 seconds, you'll just crouch walk)
[Jump]__ + [Direction]__ -[0.5 seconds of air time]-> [Saber Swing] would do a lunge type attack.
[Attack 1]++ to win a saber lock.
[Saber Swing]++ uber slashy slashing, weak attack but fast
[Crouch] -[Wait 0.5 seconds]-> [Saber Swing] would perform some kind of upper cut like swing.
Etc etc so forth and so on....
Saber Collision is thing based, totally loosing JKs system and verbs. Makes it easy to tell where the saber collides, and makes it easy to have the saber leave scorch marks on walls, or even amputate specific limbs. It'll also allow for more, intracate detection of saber collision, to allow for more varied and intensive combat. Think of it like this, if two sabers touch each other, they become... slightly attached. To get them unattached, you have to apply a little... force (pun intended) to your swing. You can knock back other peoples sabers by parrying. (basically swinging at the same time) And depending on the parry and counter swing, is how you fight and win. You literally seek out 'soft spots' in the other players technique.
Saber fighting is dependant on these key factors:
How well you time your swings in an attempt to strike.
How varied your moves are.
How well you deflect your moves.
How well thought out your stances are.
How well you use melee attacks.
How well you incorporate force into your attacking style.
Character Build Up (undecided):
RPG Aspect to have custom character/skills/level up based on fights and technique.
There are many options for your Jedi/Sith:
You can customize (and save) your saber stance through an intracate UI that is simple and effective. You can have up to 8 saber stances depending on how many Skill Points you have in Stances. Stances can be customized by modifying pitch/yaw/roll X/Y/Z of left and right hands. (limited to the physical reach of your characters arms)
Each stance also incorporates a speed, which affects it's effectiveness in defense and attack. The quicker a swing, the less it can defend when parrying. The slower a swing, the better it defends when parrying.
Speed: Like saber attacks, quick melee attacks are less effective when blocking.
Moves: The more points, the more moves you can pull off
Melee/Force -> Saber incorporation:
You can incorporate Saber attacks along with melee or force attacks. Depending on how many points you give to melee or force, you can use melee and force attacks with Saber Swing combos for greater offensive strength.
Finishing off opponent:
Occurs when the killing blow is done on an opponent. Think of it like Mortal Kombat's 'FINISH HIM!' thing.
You can perform some kind of beheading/stabbing vital organ move or a 'mercy' amputation of hand or arm, or even leave the opponent to be for 3 seconds, in which death will then take over.
There is none of this 'Light' or 'Dark' Jedi crap. You have Jedi or Sith. Force allows you to interact with things in the environment. Be it items, structures, debris, other players/actors, yourself or amputated limbs even.
Force Jump is incorporated into the Jump key. Tap jump to perform a normal height jump, hold down jump and you'll jump + fly into the air a ways, higher for more force points in jump.
Force Speed is incorporated via [Forward] ^ [Forward]__. [Back] ^ [Back]__ enables it for backwards.
Force Sense is an all around 'awareness' of things around you. Players, force attacks, projectiles, saber attacks, etc.
Force Regeneration occurs at all times. Faster when standing still. More force per second, per points in power.
Force Boost: [Force Manip]++ -[Tap so many times]-> would make your Jedi/Sith stronger and faster with less defense for # of seconds.
On Items: -[Reticule over Item]-> [Force Manip] ^ [Force Manip] would pull item to you
Anytime: [Force Manip]__ + [Forward/Back] back would pull, forward would push. It's an 'explosion' of force, or just pulling in surrounding enemies. You might be able to trip your opponent by doing this.
On Players: [Force Manip]__ -[Reticule over players]-> [Strafe] would send the nearest Thing of type Debris, flying towards your opponent. Left would send things from the left side flying in, right, well, things on the right side would fly in. (Special things of type Debris will be randomly created throughout level, at level start)
On Structures: [Force Manip]__ -[Reticule over structure, (waittime)]-> [Aim around] would allow you to levitate objects and move them around. (waittime is based on how large the object is. The bigger it is, the longer it takes to 'lock on' and move)
-Choke- [Force Manip]__ -[Aim at player, wait 0.5]-> [Move Aim] would choke/move your opponent around.
-Lightning- [Force Manip]__ + [Crouch]
-Confusion- [Force Manip]__ -[Aim at player, wait 0.5]-> [Move Aim] would send a 'clone' of yourself off in the direction you aimed at, and you would be invisible for a short time.
-Blinding- [Force Manip]__ + [Crouch] would project a mist from hand to blind your opponent, not by whiting out the screen, but by making the level darker, and grayscale. (less annoying, more blindness)
Last edited by Hell Raiser on 06-Mar-2006 23:58; edited 2 times in total