Parkour in AQ3D (Full Version)

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speedmeteor101 -> Parkour in AQ3D (1/7/2016 13:45:04)

So I recently suggested parkour (with more detail) in the suggestions thread, but it's still been on my mind as I wonder what potential it could have in aq3d. http://forums2.battleon.com/f/fb.asp?m=22086325
So I basically went from broad to specific, but that's besides the point. Right now, in AQ3D it's only jumping everywhere, which is okay, because it's in alpha and they have other things to do, but I think to help make the game a little more 'fun' [especially since we know we will only have 5 skills] they could use a more in-depth parkour system. Artix did say he planned to have parkour be a bigger part of the game early on, but I don't really see jumping as the most exciting method. I think real parkour could sort of compensate for the lack of skills as it wouldn't take p the same amount of space as they would and I have many more reasons I mentioned in my post up there. Does any body else agree or see the point I'm making? Or is it not really important at all? I think this could "make or break" the future of parkour for the game so I wanna see how everyone else values it.

BTW I sort of like to compare the potential to the basics that you get in a good fps like far-cry, and then the main components of the more advanced games like Assassin's Creed and Mirror's Edge.

And This also shows a lot more potential for the 'interactive environment' we know we'll be getting thanks to kickstarter, in my opinion.




LyRein -> RE: Parkour in AQ3D (1/7/2016 14:36:49)

quote:

[especially since we know we will only have 5 skills]


4*

Auto is not a skill, just the button equivalent to target/lock on to something.




speedmeteor101 -> RE: Parkour in AQ3D (1/7/2016 14:39:35)

True, true. That makes the parkour-environment combo even more important, the way I see it. Who's with me on that




Snowy -> RE: Parkour in AQ3D (1/10/2016 12:38:57)

If parkour was a feature, maybe it could have quests, shops, and rewards for completing an obstacle. And with Interactive World Effects, I think it would neat, if there were traps for parkour like pits and trapdoors. There are a lot of potentials that parkour could be viable for and I think that parkour would be a neat idea for AE to implement. The main issue I see with parkour is how mobile players would be able to get through the parkour because they won't have a keyboard like PC gamers would.




speedmeteor101 -> RE: Parkour in AQ3D (1/10/2016 14:24:57)

I think all you really need is a D-pad and Jump/sprint [maybe crouch] controls worked in well (without taking up the screen) and you basically have all that PC has. I think AE could do it; they are good at that stuff :P




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