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Witchaven warrior's gameplay discussion

Sat, 10 Apr 2004 16:38:47

mago

RambOrc, the problem with the missing data on the Witchaven frames reminded me about the Witchaven guy gameplay characteristics, that were not discussed up till now. Everyone that played that game knows that the warrior/thief/mage character looks cool, but is quite crappy to play. Specially in lower levels, he moves, turns and attacks slowly, has a strange jumping physic, but, above all, his attacks are very frustating and annoying because not only they are very slow, but also don't have sense of distance, and most of the time won't hit the enemy even when he's standing in front of us, without any reason (probably, they wanted to add a "realistic" mechanic of missing an attack even though you are close enough, like in real combat - in a hard fantasy game, it sucks though). Since it seems obvious that none of the original specs from the character can be converted from Duke's to DOOM engine, how do you plan to develop this character in Korax Arena? It seems we have the choice of: - Studying the original game, emulate his original stats (speed, height, power, health, etc.) exactly as in Witchaven games, which would be very hard (specially for Moose), ut also interesting, to put face-to-face two different game's physics and see which is better suited (my bet is the DOOM series, of course). - OR we could use only the images as references, and actually build a whole new physics set and stats for the Witchaven guy, converting him to a "the DOOM way" kind of character, making him more competitive, y working on his weakness (slow movement, etc.). So, what do you guys say?
Sat, 10 Apr 2004 20:42:16

RambOrc

LOL the pecularities you describe are due to the completely useless and crappy Build engine that was developed by a teenager as hobby and why it's an amazing feat at that, that doesn't change the fact that it's just that - a hobby development, not ripe for industrial usage. Due to lower licensing costs, some companies decided to ignore this fact and opted to use this engine instead of paying heavy royalties to id or LucasArts. The results are games like Witchaven or Duke Nukem 3D which are for me dead because regardless of artwork, level design and any other good ideas the gameplay is so pointless it doesn't make sense to waste time playing the game. Especially with Witchaven it's a pity because the game had some real good qualities in other departments (guess why I want a conversion of that guy in KA). To answer your question directly, of course this guy should have the same physics as everyone else in the DOOM engine, the point of the conversion is only to have fresh graphics and weapon/spell ideas and another character in the game.
Thu, 15 Apr 2004 22:48:29

mago

Alright, I'm finishing the sprite's walking and fighting animations, but I still need to work on all the HUB weapon graphics (which will take time - there's hundreds of them). Just the update.
Fri, 16 Apr 2004 08:23:28

RambOrc

What's your time estimate to finish the wadfile?
Fri, 16 Apr 2004 11:57:58

mago

Don't have a clue. If I keep having as much college work as I'm having now, this could take more than one month, but I can't tell right now. There are days do much, but then I spend 2 or 3 days without being able to do anything...
Wed, 28 Apr 2004 22:46:03

mago

Moose, can I name the weapon sprite's names in standard order (example WPCHA1, WPCHA2, WPCHA3, WPCHA4,...)? I ask this because that's the way I'm doing it, but just realized Hexen's weapons, apart from the projectiles, are all named in a A0, B0, C0, D0, E0, ... sequence, but I can't name it the same way, due to the much bigger number of frames in each attack (add to that the particular 'withdrawing weapon' animation Witchaven has).
Thu, 29 Apr 2004 06:41:42

Camper

You should use A0,B0,C0, D0 and so on. What you can do, is name it like WPCH, WPC1, WPC2.
Thu, 29 Apr 2004 07:07:05

dj_jl

you can even use [0, \0, ]0 like it's done with Archvile sprites in Doom2.
Thu, 29 Apr 2004 10:41:48

Ichor

If you try to save [0, /0, and ]0 to your computer, the filenames show up differently, like $0, etc. It always takes me a while to figure out which one is which.
Thu, 29 Apr 2004 17:39:01

Moose

What Camper, Janis and Ichor said. Does this mean that some weapons have over 26 frames?
Thu, 29 Apr 2004 17:46:04

Ichor

Not that I remember. The Stalker and Cleric do though.
Thu, 29 Apr 2004 18:00:35

Moose

I ment for the new weapons.
Fri, 30 Apr 2004 20:03:45

mago

Yes, the long sword, for exaemple, has more than 30, NOT counting with the powered up version. The Axe has somthing like 66 frames, normal and powered up.
Fri, 30 Apr 2004 21:15:00

RambOrc

Powered up?
Sun, 02 May 2004 20:03:42

mago

Each weapon has a pwered up state, in which there's a given special effect (like fire surrounding the blade, etc...). Something like the Tome of Power effect in Heretic.

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