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Author Topic: Overgrowth: Ninja Rabbit Combat (Alpha)  (Read 40297 times)

BigD145

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #150 on: April 01, 2013, 11:19:44 am »

Spoiler (click to show/hide)

https://www.youtube.com/watch?v=jZK_O1M8PQY
Now it's going to be a voice-controlled fighting game. Should be more awesome this way. Whale Man is thrilled.
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Sirus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #151 on: April 01, 2013, 06:47:55 pm »

Spoiler (click to show/hide)

https://www.youtube.com/watch?v=jZK_O1M8PQY
Now it's going to be a voice-controlled fighting game. Should be more awesome this way. Whale Man is thrilled.
I wouldn't want to play single-player that way because the computer would probably be able to react too quickly. Should be fun for an eventual multiplayer version though.

EDIT: HERPA DERP I just realized what was going on. Goddammit Wolfire, goddammit BigD.
« Last Edit: April 02, 2013, 01:39:20 am by Sirus »
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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #152 on: November 28, 2013, 01:03:58 pm »

Bump for the love of bumping. The updates have started to include the world-building, species other then rabbits are on show and generally there's been a lot of them. Now tell me how it damn well plays! The combat doesn't quite look wasd.
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BigD145

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #153 on: November 28, 2013, 01:09:14 pm »

You can also make fatties.
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Ozyton

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #154 on: November 28, 2013, 01:12:01 pm »

I haven't played since alpha 100 or so... I could've sworn I had the first 15 or so alphas on my computer somewhere but it must be hiding on my old hard drive that's not hooked up yet. It is pretty amazing to see how far the game has come from having a snowman-thing gliding around to a rabbot running around to actual character-looking characters running around.

Sirus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #155 on: November 28, 2013, 01:12:23 pm »

Now tell me how it damn well plays! The combat doesn't quite look wasd.
You mean you don't have it yet?!

I haven't been able to play for a few versions, but I assume it controls much the same now as it did before: wasd to move, mouse to look, left-click to attack, right-click to block in combat or grab objects out of combat, space to jump, shift to roll.
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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #156 on: November 28, 2013, 02:21:44 pm »

and? That can't be it. It's a rare day when you have the wool pulled over your eyes by animations.
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Ozyton

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #157 on: November 28, 2013, 02:25:40 pm »

Emphasis on Alpha, but one of the main things about Overgrowth/Lugaru was combining certain movements to get different attacks, such as walljump kicks and leg cannons.

The lack of counters/blocks/whatever is kinda meh though, almost every attack is countered with a single button input if I remember correctly.

Sirus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #158 on: November 28, 2013, 02:27:52 pm »

I mean, there's some miscelleneous controls like sheathing and throwing weapons, a slowmo button, and a few debug-like commands that will instakill any NPCs near you or bring everything on the map back to life, but that's basically it as far as combat is concerned. Controls are simple but effective.
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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #159 on: November 28, 2013, 02:33:33 pm »

Well good. I wants more blocks though.
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Solifuge

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #160 on: November 28, 2013, 02:54:48 pm »

As I understand it, combat involves simply holding a Ready Attack or Ready Block button while moving, while weapons act similarly to classical power-ups; you improve your reach/defense and the characteristics of your attacks, and you can expend them to make a ranged attack on a foe without exposing yourself to harm. One of the things I like about the gameplay is how it streamlines combat, modeling the controls around your intentions, so you can devote most of your game-playing brain to thinking about tactical engagements, dividing or isolating foes to whittle them down, using terrain or stealth to your advantage, and otherwise intelligently engaging foes who could overwhelm you on their own.

It's really well-executed, as design goes.
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Vattic

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #161 on: November 28, 2013, 11:24:13 pm »

One thing I really like about the combat in this and Lugaru is how taking a weapon into combat also puts you at risk.
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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #162 on: December 17, 2013, 03:45:28 pm »

Just discovered this, and my first thought was to call it Mount & Bunny.

Because the engine (and even some of the landscape/cityscape) looks very similar to Mount and Blade.
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Sirus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #163 on: December 17, 2013, 05:41:51 pm »

Except Overgrowth can start stuttering with as few as a dozen characters, depending on your hardware. It's not really meant for army versus army combat.


...yet.
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ragnar119

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #164 on: December 17, 2013, 06:04:25 pm »

Is this game any near to be finished? The development how it seems to me is very slow
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