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Author Topic: Overgrowth: Ninja Rabbit Combat (Alpha)  (Read 40336 times)

Knirisk

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #60 on: March 17, 2012, 01:51:50 pm »

I don't know why people put Academy down so much. It has a better melee system then 90% of what comes out today.

That might be so, but it wasn't immediately evident. There were no flashy special moves other than generic saber swings. EDIT: No flashy moves that were really worth all that much outside of singleplayer. Probably should've said that in the first place.

Although, I preferred the Moviebattles 2 saber system, even if I was pretty bad with it. I'm glad someone else has heard of that total conversion, because it's definitely one of the most cinematic dueling I've ever seen that doesn't actually make use of quicktime events, special moves, or actual cutscenes.
« Last Edit: March 17, 2012, 08:43:59 pm by Knirisk »
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Cthulhu

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #61 on: March 17, 2012, 05:35:40 pm »

There were flashy special moves.  The floaty spinny thing that dual wield guys can do was really irritating.

ALso, best thing ever just happened.  I was doing the Impressive Mountains or whatever level, where an enemy is immediately on you and there are weapons nearby. 

Some background for people who don't know:  Weapons, unless they're placed on the ground, start out floating upright and fall to the ground.  The spear just happened to fall pointing right at me, and I rolled to grab it but ended up driving it into my neck and out the back of my head, killing myself instantly. 

When I revived myself and got up it was still sticking out of my neck.
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catoblepas

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #62 on: March 17, 2012, 06:33:14 pm »

Each stance had a special move that used up half the force gauge, think they were called 'katas' or something. There were also other special moves. Forward+crouch+attack moves in particualr could be nasty. The staff one was pretty mcuh a guaranteed kill on all but the hardest jedi if it landed. The Katas were kinda useless on the highest difficulty thoguh, since you needed to have a reserve of force at all times to fight off force drain. There were five different stances altogether in Academy, so it's not what I'd call shallow at any rate anyways.

On the subject of overgrowth, do the devs have any plans to make unarmed combat a bit slower? All of the videos I have seen on it it seems to only take 2-3 blows to kill someone with it, as opposed to 1-2 from a sword or spear. Are their any palns to implement shields of any kind in the game btw?
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Solifuge

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #63 on: March 17, 2012, 06:51:12 pm »

There's been talk of light and heavy armor, a spectrum of weapons with advantages and disadvantages against each other, and a set of playable races with different focuses, including mobility (rabbits), endurance (dogs), natural weapons (wolves), and stealth (rats), with Cats being a sort of Average of the above.

EDIT: Concept Art Ho!



(Click to engrow)
« Last Edit: March 17, 2012, 06:58:28 pm by Solifuge »
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MC Dirty

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #64 on: March 17, 2012, 07:58:34 pm »

On the subject of overgrowth, do the devs have any plans to make unarmed combat a bit slower? All of the videos I have seen on it it seems to only take 2-3 blows to kill someone with it, as opposed to 1-2 from a sword or spear.
Well, it's fairly easy to edit the health of enemies. That's just a bit of basic balancing, something they won't really bother with at this moment.
Also, when you say "slower" do you literally mean "slower" or "more hits to kill"? I think the speed of the combat is actually fine and I like how easily you can die. I'm not a big fan of the sort of modern games where your character can take a billion hits without dying.
Although the wolf needs to be nerfed because it's fast and its attacks are one-hit-kills.
« Last Edit: March 17, 2012, 08:00:29 pm by MC Dirty »
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Cthulhu

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #65 on: March 17, 2012, 08:25:23 pm »

Wolves are supposed to be hard like that.  In Lugaru they'd fuck you up.  You either had to be super bad or do cheap tricks like leg cannoning into a wall or getting a lucky dagger and yanking it out (Which kills instantly)

I killed the final wolf boss by sweeping him and stabbing him with my sword.

The real problem with wolves is that they apparently use rabbit animations, which doesn't work.  Their feet are underground and when they crouch one leg turns into jelly.

Stuff I'd like to see:

More variety of actually placeable characters.  There's a bunch of different guys who show up in the premade levels but none of them are actually placeable. 

More playable weapons.  THere are a bunch of weapons that exist but don't actually work.  It shouldn't be hard to just import the code from other weapons and tweak the numbers a bit.

Some modifications to the active ragdoll.  On one hand, it's awesome.  On the other, enemies always put their hands in the same spot when they fall, so they always look the same on the ground.  Making them grab for the actual wounded area would help.

More effects like the throat slash effect, usable in combat.  If I hit a guy in the throat, he should do the thing where he rolls around.  Maybe for other wounds sometimes they roll around like that.

Location based damage.  It's annoying to get hit in the ear and die.
« Last Edit: March 17, 2012, 08:43:16 pm by Cthulhu »
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MC Dirty

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #66 on: March 17, 2012, 09:36:56 pm »

I killed the final wolf boss by sweeping him and stabbing him with my sword.
Oh yeah, I remember that. I killed him by jumping behind him, making him go "Where'd he go?" and then just backstabbing him with the sword. It was hilarious.

The hardest Lugaru level was either the one with the 4 rabbits (one of which is insanely fast) or the one with the 3 wolves. The final boss was a joke compared to either of those.

What annoyed me about Lugaru was that I could stand far behind an enemy, he would not see, hear or smell me, I throw a knife in his direction and he catches it out of the air? I mean, yeah, it would be cheap if I could just kill a wolf that way, but come on, he catches it a few inches before it hits his neck. From behind!
« Last Edit: March 17, 2012, 09:40:16 pm by MC Dirty »
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TempAcc

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #67 on: March 17, 2012, 10:01:41 pm »

Apparently that was an engine oversight, they had a chance to grab it regardless of being able to detect you, which was silly.

What I want to see in overgrowth is more use of the environment. In lugaru you could climb pretty high and do wall jumps and kicks and stuff, but that was it. You should be able to jump onto people's heads and maybe grab them and beat them against a wall if you're a wolf or climbing on a tree and using the foliage to hide and stuff like that.
More weapon variety and shields would also make things more interesting, like missile weapons, as with localized damage, getting hit on the foot and dying is pretty silly, i'd say.
« Last Edit: March 17, 2012, 10:03:42 pm by TempAcc »
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Sirus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #68 on: March 17, 2012, 11:53:29 pm »

I know I've seen Overgrowth videos in which the player is slammed against a wall and dies from the impact. Presumably, the same can happen to enemies.
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catoblepas

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #69 on: March 18, 2012, 03:40:18 am »

While I have not played overgrowth (I don't even want to think about what it would do to my poor laptop), I have noticed that, as sirus mentioned, if an enemy throws you against a wall, it can also kill you. I have also noticed that if you land on something important (like your neck) you also die, so I think there is location based damage. I do think that they could tone down the damage soem of the unarmed attacks do though, they seem to be lethal waaay too often from what I have seen. I agree with what you said about more interactivity with the environment and more depth for weapons and armor etc. I'm looking forward to them making some changes to the thrown weapons especially. It seems kinda odd to see big machete swords being thrown like knives etc. It should either be restricted to stuff like javelins, throwing knives, hunga munga, etc, or their should be some sort of damage/accuracy/range penalty for throwing non-throwing weapons.
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Mormota

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #70 on: March 18, 2012, 07:18:07 am »

I'm lazy and can't be bothered to read the thread. Is a playable form of this game out yet?
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Aklyon

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #71 on: March 18, 2012, 08:21:54 am »

Playable, yes.
Playable as in more than just some levels and the level editor, no.
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Sirus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #72 on: March 18, 2012, 03:24:42 pm »

There also doesn't seem to be a demo. Gotta pre-order in order to play anything.
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Cthulhu

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #73 on: March 18, 2012, 04:05:53 pm »

I'm not advocating, linking, or anything, but the devteam appears to be okay with downloading "free demo" versions of the game.  There are copies available (no links :3) that appear to have been uploaded by the devteam (referring to them as 'we,' posting builds that haven't been released yet, etc.), with requests to buy the game if you like it.
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Neonivek

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #74 on: March 18, 2012, 04:07:07 pm »

Cats are mostly average because they honestly don't know what to do with them.

Which I find sad actually since they are supposed to be sort of the nobility... and there is so much they COULD do from that angle.
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