18 April, 2006

Next generation gaming expectations, volume one. Fighting games.

A fighter with real-time ragdoll of body parts - not just when falling etc., but properly controlled but dynamic body action physics is my dream fighter.

A fighter where moves are affected by the angle/nature of terrain, and what the consistency of the terrain is - smaller jumps, unsure footing and even slipping over in mud, for example.

More damage from falling on certain parts of the body and on certain materials like concrete. Proper clipping would be essential, this is the very essence of the combat method. Speed and method of contact would determine damage. Concentrated attacks on certain body parts would limit its effectiveness as a combat tool. A certain level of damage to a single limb (for example a broken arm) would actually cause damage to the self to use offensively.

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