Deadly Reflex 6 News

Post » Thu May 26, 2011 11:57 pm

I asked Skycaptain this question via PM.
Have you quit working on Deadly Reflex 6, or even TES IV modding completely?
Please let the community know whats up.
The "planned" release date was 2 month ago, and after that you vanished from the scene.

And here is the answer i got today. :dance:
QUOTE
I?m actually actively working on the update, again, I simply couldn?t find enough time during the summer to practically mod at all, so I didn?t even try. I guess I needed some distance anyway. Played Fallout and had some summer fun. smile.gif



I don?t know why but I feel I need to work "behind the scenes" at the moment, I just can?t bring myself to open up a thread and discuss the update at the moment. Maybe because I know I wouldn?t have the time or the energy to do both, answer the questions and mod. So I?m modding again, but keeping it quiet for now.


To answer the obvious question, I think I have something like few weeks to go, depending on how many evenings a week I actually get something done. So in other words it could be double the time just as well. But I?m motivated and should have a bit more time on my hands again, so it?s not like before.

I was unsatisfied with some of the animations I had to settle with originally, but I recently got a new animation and possibly will get one or two more, so that has given me new motivation. I also got a pretty nice idea (IMO) on how to tie user actions more closely to the chance system, so for the first time I actually feel like there?s no gray areas I still need to tackle, should be more fun from now on. smile.gif



If anyone asks or you just feel like sharing feel free to tell what I told you. I do feel bad that I?m unable to keep the community posted about these things, but I just have to trust my instincts. I just don?t have enough time to answer every post, and if I only answer some of them, I feel bad for the response I get from those that didn?t get their replies. So practically keep from posting at all. It?s not a perfect solution but at least I don?t burn out, I manage that only by focusing only on the fun part of modding. tongue.gif


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New Combat Moves and mechanics for you and the NPC?s, Critical hits with Violent Deaths, and Horse Combat with weapons:

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Robert Jackson
 
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Post » Fri May 27, 2011 9:25 am

Thanks
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Lynne Hinton
 
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Post » Fri May 27, 2011 11:24 am

Very cool, thank you!
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Clea Jamerson
 
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Post » Thu May 26, 2011 8:14 pm

:ahhh:
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Alessandra Botham
 
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Post » Fri May 27, 2011 4:13 am

YAY! But honestly I hate the dodge animations. I would much rather have my character roll forward then jump really high in the air and back down. I wish there was some way to get rid of those damn animations!
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jennie xhx
 
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Post » Fri May 27, 2011 3:04 am

:foodndrink:
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Rob
 
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Post » Fri May 27, 2011 10:45 am

:bowdown:
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darnell waddington
 
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Post » Fri May 27, 2011 3:09 am

Thatks!
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Christie Mitchell
 
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Post » Fri May 27, 2011 4:32 am

:shocking: :shocking: :shocking: My joy is indescribable!
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Leticia Hernandez
 
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Post » Fri May 27, 2011 12:28 am

Good to hear! Thanks for the update! And good luck to him on finishing!
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Claire
 
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Post » Fri May 27, 2011 4:21 am

Wow I honest to goodness thought that it would never be updated and I'd be stuck with 5.0. This is awesome news!
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Budgie
 
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Post » Fri May 27, 2011 12:32 am

5 seems to work very well. The only issue I ever have is with a quest update occuring on a scripted kill locking up the game.
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katie TWAVA
 
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Post » Fri May 27, 2011 11:51 am

Holy crap, I can't believe I'm doing this from my ipod!!! It would really be cool if the next release was compatible with immersive first person view. Can't wait!!!
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dav
 
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Post » Thu May 26, 2011 9:58 pm

Sorry guys for being so busy, and sorry for all the PMs that went unanswered. :embarrass:



I?ll try to post some more detailed info in this thread later this weekend, but in short, to clear some initial confusion, I can say v6 will be very different from v5, in many ways. Here?s some listing...



For one, all powerattacks have dedicated animations, with a different damage and purpose.

For example the forward attack allows free movement during the attack, but gives extra (even HEAVY) damage according to how fast you charge towards the enemy the time of impact.

One power attack is slow, but does much more damage than other attacks. It also allows free movement, so the fun part is timing the hit and trying to avoid taking a beating yourself before the strike.

One attack is finesse attack (to try decaps), but the base damage is low. It?s counterpart is also low base damage, but includes two slashes where the first one breaks the enemy block and/or recoils to make way for the actual second slash.


The acrobatics are gone as we know them, acrobatics is a kick skill. Every acrobatics move, except the backwards spin dodge, is a kick. The forward acrobatics move is a flying kick, you need your distance to time the landing to make it connect effectively. Very fun. ;)

The other kicks are push and sweep, and then there?s the knockdown kick. All kicks work in both 1st and 3rd person with legs universally visible.



The whole idea here is make you use ALL the moves, by giving them different effects, AND giving bonus/penalty on damage or chances on how FREQUENTLY a move is used in given fight. Use all moves equally often, and maintain a nice medium. Favor one move constantly before others, and the NPC counters it better and better. Keep a move "under the table" until the end battle, and the bonus damage/chance is staggering since you kept the move "special" and unpredictable. :)

You can see how this effects decaps and knockdowns etc. I can allow higher base chance, since constant spamming of a move gets penalized by the system. On the otherhand careful, well timed critical attemps or knockdowns work much more reliably.

The system automatically makes you choose your moves instead of instinctly spamming the buttons, and you find yourself forming combos on your own to fool the enemy. The skill-based chance system is still there, but now your actions directly modifiy it in a timely manner. The "frequency counters" reset every battle (not every enemy, necessarily), so you can always choose a different approach. :)



v6 is BASED on "1st person animations in 3rd person" that I have customized to clear out clipping and to align them better. The advantage of this mod is more dynamic feel in all 1st person anims, 1s person horse combat with mouse aiming of the strikes, the kicks in 1st person as well as some moves like the stun-impale-kick critical that was only in 3rd person before, and so on.

It?s a much more drastic approach, with the required mods and dedicated attack animations and all, but it?s the only way to make something like this. I can only promise it?s much more fun this way. There?s some other features, like a supprise sneak move, but like I said I can explain stuff in more detail a bit later. :)
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yessenia hermosillo
 
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Post » Thu May 26, 2011 10:58 pm

I continue to patiently look forward to any improvements to DR. :)

(hope the rules re bashing/kicking are made to be "fair" between the PC and NPC's :whistle: )

Edit:
For one, all powerattacks have dedicated animations, with a different damage and purpose.

For example the forward attack allows free movement during the attack, but gives extra (even HEAVY) damage according to how fast you charge towards the enemy the time of impact.


This reminds me a bit of Dark Messiah of M&M combat... a good thing :evil: .
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Isabel Ruiz
 
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Post » Thu May 26, 2011 9:14 pm

5 seems to work very well. The only issue I ever have is with a quest update occuring on a scripted kill locking up the game.


I wont have much time to answer v5 bugs, sadly (I can read them though and fix them :)), but this one is rather irritating I can understand...


Hmm, have you tried opening the console, and then pressing ESC? At leas in some occasions this allows opening the menu, and that then triggers my safety script that clears the controls.

Or then you can just type "enablemouse" in the console. And possibly if needed "enableplayercontrols". :)
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Ells
 
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Post » Fri May 27, 2011 12:06 pm

Holy crud, Skycaptain this is amazing!
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Danger Mouse
 
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Post » Fri May 27, 2011 12:14 am

Wow, great news.. this indeed did remind me of the DM combat system which I have, for years now been saying should (at least partly) be the basis of the combat system in ES V, whenever that comes. The whole kicking thing is fantastic, finally a (real) use for acrobatics! Just hope it doesn't take too long, I've been itching to start a new character, got a bunch of mods lined up, just waiting for the most important ones (this and UV) :))

Finally, to the point of this post, that doesn't involve drooling.. a question, if you will. Is there plans for mouse support in DR 6? Eg, I have a logitech 5-button mouse with the two side buttons being ideal for the kind of stuff DR uses, except currently I haven't really figured out how to do it in the current version so I'm stuck with the extra keyboard bindings. So yeah, just to make a great mod perfect, it would be awesome if extra mouse button support is added as well in the new version :)
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Lavender Brown
 
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Post » Fri May 27, 2011 9:41 am

So that means it will be compatable? I will finally be able to see my body in first person!?!?!?!?!?!? My dreams have been answered!!!! Thanks skycaptin!!!
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Miranda Taylor
 
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Post » Fri May 27, 2011 10:26 am

but this one is rather irritating I can understand...


You can plan for it so it's not a big deal. Certainly less irritating than oblivion's usual random crashes :)
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Ronald
 
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Post » Thu May 26, 2011 11:34 pm

thank you skycaptain! my game will never be the same again.
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mike
 
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Post » Fri May 27, 2011 3:40 am

v6 sounds fantastic to me. keep up the ridiculously great work :foodndrink:
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Alex Vincent
 
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Post » Fri May 27, 2011 9:57 am

:ahhh: :ahhh:

...:D
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Alexander Horton
 
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Post » Thu May 26, 2011 11:00 pm

Thanks for not leaving us in the dark, Skycaptain!
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loste juliana
 
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Post » Fri May 27, 2011 10:10 am

Sounds great! :foodndrink:

:twirl:
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Sweets Sweets
 
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