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afi

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Everything posted by afi

  1. As I already told you, I totally agree with your point that TDM is not really the bost of all gamemodes when it comes to spectating and entertainment so something else (maybe similar to cs) would be better
  2. Dunno, they didn't really implement a lot of gameplay, I doubt they could provide a lot of help... maybe with the animations tho
  3. Not yet... I guess if things become serious now we also should have some kind of forum or discord channel or w/e
  4. When it comes to the theme of the game (even tho it's not really essential right now), I had a modern, simplistic, clean look in mind with a bit of influence of eastern culture. If you give the whole game an eastern martial arts touch, you can easily justify unrealistic jumps and wall-flips and whatnot. Something in the style of the movie Equilibrium would be cool I think, both characters and level-design wise. I think it should definitey be not crammed with colorful effects and over the top characters like in Blade Symphony. I'm currently trying to get into UE4, hopefully I will be able to contribute something soon.
  5. I think those are good suggestions. What could work too (and what is pretty similar to your idea I think) is "clashing" or "chambering" which is part of the combat mechanics in Mordhau (and I think also in M&B). It works with mimicking the opponents attack. For example if your opponent strikes from left to right and you strike almost at the same time from right to left both attacks get interrupted. However it only works if you have exactly the right timing and the right angle. I think adding blocking without having an actual blocking key would be a good approach.
  6. Sounds like great progress already! Personally I don't think manual blocking would benefit the combat. It takes away a lot of the movement aspects. In Jedi Academy and Jedi Outcast movement and footwork is so important because you can't rely on blocking. If there is blocking it shouldn't be implemented in a way that it takes away the importance of footwork, jumping, crouching etc, aka dodging the enemy saber manually by movement mechanics. If you add manual blocking you also have to add some kind of stamina system and then you do pretty much the same thing that games like Chivalry are doing and it wouldn't have much to do with JK anymore. Combat in Jedi Academy would work completely fine if there was no blocking at all. For me one of the core aspects of the combat in Jedi Academy is how you can avoid the enemy saber completely, just by good footwork. So I would definitely suggest automatic blocking or manual blocking that is really hard to pull off and is very risky to perform. As for special attacks... In Jedi Knight high level play they are at best unnecessary, at worst annoying. I think if you give the player a big amount of possibilites in movement, acrobatics and saber attacks and the possibility for players to combine them the way they can in Jedi Knight, then special attacks are not needed. Acrobatics could also be expanded a lot compared to what you have in JK. But I wouldn't want dodging as a special move, I don't think it's a good mechanic in any game, it makes the movement clunky and predictable.
  7. Yea I would surely get my head around UE4 at some point. I'm just saying that most people who support this idea are into idtech3 so people will have to adapt. It would definitely be nice to have a starting point. @@ClydeFrog wanted to bring melee combat to UE4
  8. Yea I can totally see this happen. In the worst case the SW mod gets stopped but not the whole project. About the engine: Obviously it would be technically better making it in UE4 but also way more work since you would have to start at zero. I wonder how many of the people here who demand to make this in UT4 are actually willing to commit and contribute. Personally I'm not familiar with UE4 so the work that I personally could do would be quite limited. I'm not against it but if there are not at least a couple of people who want to contribute and know what they are doing in UE4 then I don't see this happening.
  9. I think it should be just completely opensource so literally everyone can contribute. It shouldn't rely too much on a small group of people
  10. Yea you could start it as a mod and make it standalone later on
  11. If we base it on the JKA sourcecode we need people who can do animations and models. Everything else (sounds, menus, maps, effects, etc) is quite easy and there are more than enough people who can do that. I think this project is only going to be realistic if at least 10 people volunteer to contribute. First step should be to outline the goals and features then.
  12. https://www.youtube.com/watch?v=7QU1nvuxaMA
  13. Fork openJK and do it Implementing the basic features won't take more than 15 min
  14. Maybe basing it on the jedi knight sourcecode would be more realistic at this point.
  15. https://jkhub.org/files/file/1937-promode-alpha/ allowed instagib w/o ctf iirc but it's not really hard to do a little custom instagib mod https://www.quakewiki.net/archives/code3arena/tutorials/tutorial37.shtml I also found this: http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Multiplayer/72284/
  16. As far as I understood you can make marketplace items available for employees but you cant distribute them freely on the internet if they are uncooked
  17. I found this: https://answers.unrealengine.com/questions/348037/is-it-oklegal-to-publish-my-game-on-github.html
  18. There is an instagib mod which gives disruptor endless damage and disables all other weapons, force powers, items etc
  19. That's why you should focus on gameplay and not on creating thousands of Star Wars assets. I'm completely aware that even then a project like this would be a lot of work. I was part of too many failed mod- and gameprojects already so I know how hard it is to get a project like this finished.
  20. I doubt this would stop someone from suing you if he really wanted to. I guess the most important question is the choice of the engine. Doing a standalone version of Jedi Knight 2 / Jedi Academy with openJK would be really easy. You'd just have to replace the assets. With a different engine the main work (in the beginning at least) would be coding and creating the combat and movement. So it would depend heavily on enough coders being able to contribute to this. About the Star Wars - problem. I could imagine having SW as a mod or as an alternative theme. However, I think most people here underestimate the amount of work to create assets for a complete Star Wars game, including models, maps, sounds, textures, etc. When choosing a different setting, a more minimalist approach would be sufficient.
  21. Exactly this. I could imagine this to become what Blade Symphony wanted to be. Blade Symphony was advertised as a game similar to JK2 but failed completely. I think poke/wiggle and all broken mechanics like broken wallflips etc would have to go. Remove all the bullshit and streamline the combat while not dumbing it down. Of course it would have to be discussed what is a bullshit and what is a legit gameplay mechanic. Delayed swings for example are probably too important to remove them. But all this would have to be discussed of course.
  22. Story and singleplayer would be the last thing I'd care about. Besides the copyright issues, it's an huge amount of work to make a singleplayer game. And again, I'd leave SW completely out and just focus on resembling the gameplay and combat mechanics. I don't say that it couldn't include singleplayer but it shouldn't be the main goal. I think the core aspect of the Jedi Knight games is the saber melee combat. I'd focus on that and try to polish it as much as possible. Force powers and other weapons would need to be discussed.
  23. The problem is that I'm quite sure you'd have to redo the animations cause of legal reasons, just like textures, models, sounds etc. And yes, I agree that would be probably the biggest part of all the work, especially since there are not that many people who are into making animations. If you'd use a different engine it would be a different system anyway.
  24. Discord channel for this project: https://discord.gg/BCMhU3h In the last couple weeks this has been discussed in a number of threads and status updates and I think it's time to give it a proper discussion. Why is a project like this a good idea? The goal should be having a free, open source game with Jedi Knight gameplay mechanics. - You don't need Jedi Academy / Jedi Outcast to run it - It's completely open source - Everyone can contribute - Modern graphics - Modern engine and all it's benefits - Possibly new players I know many want a new Star Wars Jedi Knight singleplayer game in a modern engine. However, I don't think that this is something that can be achieved by a fan-project because at some point the project would be stopped by Disney. An archetype for a project like this could be "The Dark Mod" which is basically a Thief-mod for Doom 3 that became standalone after a couple of years (you don't need Doom 3 anymore to run it). While it obviously resembles the Thief games, it doesn't use any of the intellectual property. The Dark Mod is even close to be integrated to steam now (it's already through greenlight). A project like this could be realised in two ways: - Use a modern engine like UT4 - Use the Jedi Knight sourcecode (openJK for example) with rend2 and recreate all assets like it was done for openArena (free version of Quake 3) The main reason why I think this could be a cool project is the possibility of having the unique Jedi Knight gameplay translated to a modern engine, hopefully attracting new players to this kind of combat. Obviously it would be a huge project but if you would focus on having a small multiplayer-build first (one map, one playermodel etc) it could be possible. To come back to the example of The Dark Mod: While the base game is fairly small in content (it mainly provides the engine and the assets), it's fairly easy to create so called "fan missions" which could also be the way to create singleplayer missions for this project. These are my two cents.
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