SeriousDev
Novice
- Joined
- Aug 15, 2010
- Messages
- 36
Tramboi said:Guess what, I've yet to encounter a game designer that even asks himself half of these questions.
Then answering these is just 5% of implementing the result.
It's not that it can't be done, but a studio specialized in 3rd person action games will do it much better and focus much more on it than a RPG studio (esp. Bethesda) : more animations, more transitions, more interruptible states, more love...
Actually you show why many people never accomplish anything. Instead of blocking out all the infinite possibilities and doing something for every single case, why not look at what you do want to do? You don't need to have NPCs on the ladders at all, or can limit this dramatically. There's no real reason to want combat of two guys passing each other on adjacent ladders it's just fucking ridiculous.
Instead of being some STL fagtoes babbling about best practices and requirements, we can just put the feature in the game like a good C programmer would. Block off ladders completely from AI if you need to. Add them as a more expensive node in your pathfinding if you want to have them use ladders for some reason (and really who gives a fuck if npcs even move, let alone go grocery shopping using ladders? it's only an issue since it's a FP popamole crap fest anyway).
And transition animations, really? Is that so hard? Also, you can be surprised how little you need for something like this to look good. Animation blending works wonders.