basic climbing

Post » Mon Jan 24, 2011 6:52 am

at the very least the game should allow you to grab onto a ledge and pull yourself up. looking at how fantastic the dwemer centurion was animated (sounds of skyrim) and how many games go crazy with the climbing i dont think this would be hard

should be simple to do but it would add so much more to the game

to make it more rpg-ish armour, weight carried,spells and perks would affect the speed of being able to climb ledges.



some other climbing and falling features that would be fairly simple to add

falling animations (a bit of screen shaking when falling from a big height )
landing animations (some headbobing in first person would be nice)
the ability to roll (pressing duck when about to hit the ground? ) to reduce damage
the ability to let go of a wall or jump off
sliding ability ( runing down a hill or rooftop or maybe to ice and then ducking to slide across on the body would be fun)


more complicated things ( such as things done in mirrors edge. mirrors edge is the best thing to base climbing and acrobatics off as it is a lot more realistic than assassins creed or prince of persia)) or realy complicated things (such as controlling arms with the mouse and legs with they keyboard) would be awesome
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Jynx Anthropic
 
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Post » Sun Jan 23, 2011 10:23 pm

Haven't you made about 3 threads on climbing since the beginning of the year and never come back to post on them?

But yes, I agree, as always. Climbing is good and does fit in a TES game.
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Maddy Paul
 
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Post » Sun Jan 23, 2011 9:01 pm

Haven't you made about 3 threads on climbing since the beginning of the year and never come back to post on them?

But yes, I agree, as always. Climbing is good and does fit in a TES game.


i asked for something that on paper was really complicated

this time i keep sane and reasonable :D
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Doniesha World
 
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Post » Sun Jan 23, 2011 3:51 pm

Games have had climbing for many many years back. It's not something "hard" to do. It's not about it being hard at all.

So... what is it about then? Is it about Bethesda doesn't care and don't think it's important at all? Sounds strange.

I honestly don't what it's about, since I think it would fit Skyrim perfectly and be a really really good gameplay addition that allows for so many more possibilites. It's so much better than so oddly "jumping" up to everything, lol...

Please Betehsda, give us real climbing.
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laila hassan
 
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Post » Sun Jan 23, 2011 8:56 pm

http://gallery.zeldalegends.net/categories/Ocarina_of_Time/Official_Art/Link/media/05-al-climb.jpg

Nothing more to add.
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lilmissparty
 
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Post » Mon Jan 24, 2011 1:20 am

http://gallery.zeldalegends.net/categories/Ocarina_of_Time/Official_Art/Link/media/05-al-climb.jpg

Nothing more to add.

Amen brother.
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Annika Marziniak
 
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Post » Mon Jan 24, 2011 2:27 am

i would love to have a basic climbing feature in the game like being able to grab a low ledge and pull my self up on it. also ladders, drop ropes, and maybe some wall surfaces that are obviously climbable like a stone block wall with blocks missing out of it, something akin to what the do for some parts in AC.
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Dan Wright
 
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Post » Mon Jan 24, 2011 6:00 am

oops
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Ells
 
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Post » Sun Jan 23, 2011 4:45 pm

They have trouble coding ladders in properly (thats why you never see them in Morrowind, Oblivion, or the new Fallout games) and you think they can implement wall climbing? Even daggerfalls wall climbing was a bit... bleh. I'd rather just pop a levitation potion or spell instead.

And no I'm not joking about the ladders. Todd Howard said it himself in an interview.

"Ladders," says Howard. It turns out Bethesda Game Studios isn't very good at ladders, despite multiple attempts to get them into games like Oblivion and Fallout 3.

http://www.eurogamer.net/articles/2010-08-16-bethesdas-todd-howard-interview
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Noraima Vega
 
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Post » Mon Jan 24, 2011 1:42 am

They have trouble coding ladders in properly (thats why you never see them in Morrowind, Oblivion, or the new Fallout games) and you think they can implement wall climbing? Even daggerfalls wall climbing was a bit... bleh. I'd rather just pop a levitation potion or spell instead.



I sort of liked the climbing abiility in Daggerfall; and I was disappointed that it never came back.

I just never really thought of a thief using a spell to get up a wall. But, to each his own.

Interesting bit about the ladders.
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Anthony Diaz
 
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Post » Sun Jan 23, 2011 8:58 pm

They have trouble coding ladders in properly (thats why you never see them in Morrowind, Oblivion, or the new Fallout games) and you think they can implement wall climbing? Even daggerfalls wall climbing was a bit... bleh. I'd rather just pop a levitation potion or spell instead.

And no I'm not joking about the ladders. Todd Howard said it himself in an interview.


http://www.eurogamer.net/articles/2010-08-16-bethesdas-todd-howard-interview

It wasn't that Bethesda wasn't "good at ladders", the engine that they used was just unable to implement them.
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Nomee
 
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Post » Mon Jan 24, 2011 12:54 am

It wasn't that Bethesda wasn't "good at ladders", the engine that they used was just unable to implement them.

Wrong. The previous engine was a renderer engine (Gamebryo) and had nothing to do with animations or ladders and whatnot. What they weren't be able to do was on their part, not the previous engine.

I find it quite funny (in a bad way for us, and in an embarrassing way for Bethesda) that they couldn't make ladders. I mean... seriously? :P
The game industry have been able to do ladders for... decades?
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bonita mathews
 
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Post » Sun Jan 23, 2011 6:16 pm

Games have had climbing for many many years back. It's not something "hard" to do. It's not about it being hard at all.


Climbing is "easy" when the world is designed for it and/or the "climbing mechanic" is limited to certain game-defined ledges/handholds/wallgrabs/etc.


http://gallery.zelda...05-al-climb.jpg

Nothing more to add.


Case in point. Oh, look. It's a clearly defined and obvious square block. I bet there's a "boost yourself up" animation for that.



Action-platformer games tend to have climbing.... and they tend to have worlds full of platforms, monkeybars, straight ledges, and handholds. Since the need to climb/jump/wallcrawl/whatever is part of the basic gameplay, and the levelflow is designed around it.
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Jennifer Rose
 
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Post » Sun Jan 23, 2011 11:27 pm

I never understood how it could be difficult to code in ladders. From a game design standpoint its ridiculously simple. Its easier thank walking FFS!

You need like at most 4 animations, getting on the ladder, getting over the edge at the top, climbing slowly, climbing quickly. Like that's it. The code for having the player on the wall would literally be on the lines of. (not proper names or syntax obviously):


set player.x to ladder.x
set player.heading to ladder.heading
set player.animation to HumanoidClimb01
set player.y to player.y-10

Friggin' done.
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Ria dell
 
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Post » Sun Jan 23, 2011 9:11 pm

grabbing a ledge if you have your weapons unequipped seems possible, but climbing other than that seems very very unlikely, and I'm actually glad about that.
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Emma Parkinson
 
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Post » Sun Jan 23, 2011 5:11 pm

I sort of liked the climbing abiility in Daggerfall; and I was disappointed that it never came back.

I just never really thought of a thief using a spell to get up a wall. But, to each his own.

Interesting bit about the ladders.

Climbing in Daggerfall was pretty stupid, you could climb any vertical wall but not a cliff or roof who was less than vertical. Fun then came to a dome roof; you could climb the wall but not the dome who would be easier.
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Flesh Tunnel
 
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Post » Mon Jan 24, 2011 1:33 am

Climbing is "easy" when the world is designed for it and/or the "climbing mechanic" is limited to certain game-defined ledges/handholds/wallgrabs/etc.




Case in point. Oh, look. It's a clearly defined and obvious square block. I bet there's a "boost yourself up" animation for that.



Action-platformer games tend to have climbing.... and they tend to have worlds full of platforms, monkeybars, straight ledges, and handholds. Since the need to climb/jump/wallcrawl/whatever is part of the basic gameplay, and the levelflow is designed around it.

The point is that was in 1998, with boosts up, ladder climbing, teetering on edges, jumping then rolling, even an animation for flying by chickenpower :celebration: , This is 13 years and a lot of tech later, and we now have rolling.
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Claire Lynham
 
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Post » Sun Jan 23, 2011 6:37 pm

Climbing is "easy" when the world is designed for it and/or the "climbing mechanic" is limited to certain game-defined ledges/handholds/wallgrabs/etc.

Well did you play Gothic game? It has edge grabbing almost ten years ago, and no world was not specially designed for this action, game just utilize edge detection and minimal space where actor can stand up, other actors can also climb they are not stay forever when player shoot them from stone pillar and will try to reach player.
So melee fighters was no so easy prey, if you dont know AI capable react on elevated enemies in Oblivion, but he cannot reach them because don't have actual ability for this, AI even capable fight when levitating.
Case in point. Oh, look. It's a clearly defined and obvious square block. I bet there's a "boost yourself up" animation for that.

Well thats example of action and such action can be used on any surfaces thats have edge, besides Skyrim already have topology detection foots are placed in different way on surfaces thats part of Havok Behavior middleware, adding such basic climbing is not hard at all.

Action-platformer games tend to have climbing.... and they tend to have worlds full of platforms, monkeybars, straight ledges, and handholds. Since the need to climb/jump/wallcrawl/whatever is part of the basic gameplay, and the levelflow is designed around it.

Well you are wrong such basic climbing is basic feature similar to jumping or using ladders, why it cannot be in Action-RPG like Skyrim?
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nath
 
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Post » Mon Jan 24, 2011 3:09 am

While I believe it fits TES and would be a really cool feature, here is my issue on climbing:

Skyrim is a full fledged open-world RPG. In order to make it possible to scale mountains they'd have to, first, add an endless amount of specific points to grab onto along every single vertical surface in the game. Walls, cliffs, etc. Then, they'd have to design various animations both in first person and third person for when you are performing the feat. Due to arms stretching far above your body, as is natural when rock climbing, every piece of armor and clothing for both genders aswell as where the arm is attached to the shoulder would need to be prevented from clipping. Rocks and flora would also clip through your body quite often I suspect. It'd have to be a major part of the game and require a lot of attention.

Personally, I'd rather they work on more important things such as combat. Maybe next time. :shrug:
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XPidgex Jefferson
 
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