speedmeteor101 -> RE: =AQ3D= Suggestions Thread and Rules (1/4/2016 17:53:32)
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ok well, I guess if they do factions, they'll work how they did in aqw I'll take this time to expand on parkour that would make the game a lot more fun- especially with exploration So this would pretty much take normal MMOing to the next level. This means we would want to have at least basic parkour: Basics: sprinting- I would love for aq3d to get some sort of sprinting mechanic (limited energy) to make certain jumps for example as it adds to a more cinematic feel :P vaulting- the ability to vault over certain waist-high objects (and chest high objects with sprint+jump and/ or automatic) climbing- the ability to pull yourself up and onto objects at and above head level (above meaning a sprint+jump would be required to make the climb and/ or would make it automatic) ladder climbing- ladders want special animations and mechanics too :P crouch- not as important but could be useful for interactive environments ;D Don't know what an easy control for mobiles would be, tho. Double tap the D-pad? The idea with all of these is that if you run up to a waist or head high object (without sprint) a button or something pops up allowing you to click/tap it to vault or climb, whereas if you sprint+jump, it will be activated automatically, and jump+sprint helps you to vault and climb normall unvaultable or unclimbable ledges that are normally too high More Advanced Parkour (inertia may be required) [assasin's creed / mirror's edge lvl stuff] swinging- the ability to swing on or between protruding bars/ ledges. Well you could put horizontal flag posts and tree branches to use here! rolling- the ability to roll to break a fall. If fall damage could be added to aq3d, this would be a great way to make the game more active. Maybe one could time hitting the 'jump' [tap for mobiles, space for computer] right before hitting the ground and maybe get an indicator (like a bar or screen color) to jump from heights without taking any damage. And maybe trying to activate roll too early or too late would cause you to take respective damage. fall damage- give rolls a purpose and allow for more complicated parkour and quests selective wall jumping/running- the ability to jump on to a wall and kickoff to cover further ground [probably activated by 'jump' like roll](like you're in a cave and there's a ravine or something and to get across you must sprint+jump, and kick off of the wall to successfully get to the other side) [Mario XD] ha maybe some shoes could allow you to wall run for longer periods of time (this whole suggestion is assuming only certain walls are wall run-able and it's indicated somehow) Also I'd assume you guys would just give certain items special properties that say they're vaultable, climbable, or whatever. This could take environment to the next level and make quests/ dungeons' parkour a lot more interesting. Then if you use the idea of "the player chooses how to get there" you could use multiple paths that make use of certain parkour skills... maybe path 1 and 2 lead to the boss but path 1 is over lava and you have to do a lot of vaulting, jumping and swinging but path 2 uses a bit of wall jumping/running but a lot of platform jumping. Then as obstacles progress you have the ability to choose between these two paths and do what you are best at. There could be a boss dungeon where you have can vault over and crouch behind an object do avoid a dragons' breath. Things like that. You also now would have the opportunity to create effects on items like "take less damage from higher falls," "sprint faster with these shoes," "drink this for a longer sprinting period," and "with this ninja equipment, automatically roll on every high fall" :P Taking this parkour to an mmo would be a pretty big step, considering AQ3D starts out as a jump only mmo and gives the team many opportunities to do even more special things with the game. Now Imaagine that with oculus rift support!
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