.jayderyu said:
On another forum I offered a design type to do good sword fighting using just the Wiiremote. Overall it was thought of as well designed, but you point out one of the addresed issues. I merged the flaw into the game play.
In some fighting games you can find that you can unbalance an attacker by timing a block/parry. So let's say you do a left to right slash. The opponent blocks the attack and your blade stops and bounces to the left a bit. Well at this point graphically/game state wise you are now unsynced and out of balance. You are unable to effecticly move or strike. You will not be able to block or strike until you resync your weapon. To resync you need move your weapon to the current graphical state. This would also be a sync state location so that calibration would also be built into the gameplay. If however you have good control over your weapon you won't over sync a block and then you can be ready to follow up with another attack. This offers interesting gameplay oppertunity since in say a multiplayer game another player could activly knock the weapon to the side forcing an unbalance. Then again the person could notice this and counter by already prepping a resync. |
Yeah, that is pretty much the only way I can think of doing it. Resynching. I, personally, don't think that is very intuitive, from either a graphical or game play standpoint. Perhaps in reality, it might be a necessary evil for sword duels.
You could do a lightsaber game, but just don't have lightsaber duels in the game. That way, pretty much nothing can stop the blade. Deflect lasers, kill Storm Troopers, throw it, cut off your own head by accident because someone bumped into your hand, etc.







