CLANG - sword fencing controller for more than "quick attack" and "strong attack" - by Beleg Cúthalion
Beleg Cúthalion on 12/6/2012 at 12:26
I couldn't find this on the forums yet, so I'll just put it here (although CommChat might work as well, I leave it to those in charge):
(
http://www.kickstarter.com/projects/260688528/clang)
You probably know that guy more than I do, but at least the techniques used don't scream UNHISTORICAL right away. Guy Windsor's an able person, too, from what I've seen, so this might indeed be interesting.
The Alchemist on 12/6/2012 at 12:32
Die By The Sword!
Koki on 12/6/2012 at 13:14
oh god, more kickstarter
faetal on 12/6/2012 at 13:22
If your heart ever thaws Koki, you'll get coal stains on the inside of your sternum.
june gloom on 12/6/2012 at 13:50
oh god more Neal Stephenson
Phatose on 12/6/2012 at 14:05
It won't work very well, the same reason it hasn't worked well on the wii or the move.
There isn't a way to create resistance to movement at appropriate times. You swing at the enemy, he blocks - your in game sword stops. Your arm doesn't. Same on parries. Same on successful hits too.
Given that a sword fighting game is pretty much all about those things, you've got a theoretically accurate controller that is constantly out of sync with whats going on in the game.
henke on 12/6/2012 at 14:41
Firstly, TEH BEST KICKSTARTER PITCHVIDEO. TEH BEST. TEH.
Secondly, what Phatose said.
faetal on 12/6/2012 at 14:49
Best sword-fighting in a game I have come across is Severance: Blade of Darkness. I remain puzzled every time a game with sword fighting is released which doesn't borrow from it. Especially the Bethesda games. 4 directions plus fire + power moves gets tiring after 60 or so hours, but player-centric special moves and weapon specific ones triggered by button combos would allow for far greater staying power. Anyone got any ideas why it doesn't inspire game creators? I can't remember it being particularly hard to pull off.
Aerothorn on 13/6/2012 at 03:47
Finally, proof that dethtoll and koki are the same person!
Sg3 on 13/6/2012 at 03:58
I disliked Severance because it used combos. I can't stand combos because they aren't at all natural or intuitive. Mount & Blade is the game which I wish other melee games would copy. Sure, the combat could be a little more fluid, but using mouse movement direction to choose sword swing directions is as natural and intuitive as you can get with a mouse and keyboard. (Die by the Sword did this, but it was horribly implemented and near-uncontrollable, if for no other reason than lack of customization of settings).