Matrix Online Question
Moderator: Thanas
Matrix Online Question
Supposedly we will see bullet time in the Matrix Online game. How can this be implemented without incurring certain relativity-like problems? If only the person playing sees things in bullet time, then their actions take longer to complete then it would be seen to take from the non-slowed perspective of the rest of the players.
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- SirNitram
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Might be done like the wonderful Matrix mod I played for Unreal Tournament. The entire map experienced it at once, and the visual effects were mind-blowing.
Of course, given Revolutions, this might just be donkey-blowing.
Of course, given Revolutions, this might just be donkey-blowing.
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"The name of the game technology that made this possible is called Interlock. Interlock is a system of choreographed animations that are created together as a pair. Interlock allows characters in the Matrix game to enact intricate combat scenes. As characters battle, they can block, punch, kick, dodge, and shoot. Combinations and other more complicated "bullet time" maneuvers are all possible.
Interlock allows us to depict visually interesting and dynamic combat encounters without needing complex inputs from the player. Every very few seconds, the player may provide inputs including target selection and tactical setting. This is important because typical "twitch" style fighting games are simply not possible over typical Internet connections.
The tactical setting is a three-button interface that enables a player to choose one of three settings: power, speed or defense. The setting determines what kind of maneuvers a character will perform, based on the list available to that character. For example, when set to Power, the character will perform high-risk but very lethal maneuvers. On Defense, the character will try to block or dodge, waiting until attacked and only then strike with reversals and other aikido-like maneuvers. There are scores of different maneuvers characters can perform and some are only unlocked when certain ability levels are achieved.
When the Interlock system has selected which maneuvers each character will perform, the combat exchange takes place. Several values are compared, and a final outcome for that combat exchange is determined. Specific values will include the characters' respective ability levels and the tactical settings selected. Keep in mind that all of this computation happens instantly and does not stop the flow of the action. Players see a smooth, continuous exchange of attacks and counterattacks, not stilted turn-based gameplay."
Looks like you'll be deciding things not exactly in real time. Which means that the problem you're talking about may not be relevant.
Interlock allows us to depict visually interesting and dynamic combat encounters without needing complex inputs from the player. Every very few seconds, the player may provide inputs including target selection and tactical setting. This is important because typical "twitch" style fighting games are simply not possible over typical Internet connections.
The tactical setting is a three-button interface that enables a player to choose one of three settings: power, speed or defense. The setting determines what kind of maneuvers a character will perform, based on the list available to that character. For example, when set to Power, the character will perform high-risk but very lethal maneuvers. On Defense, the character will try to block or dodge, waiting until attacked and only then strike with reversals and other aikido-like maneuvers. There are scores of different maneuvers characters can perform and some are only unlocked when certain ability levels are achieved.
When the Interlock system has selected which maneuvers each character will perform, the combat exchange takes place. Several values are compared, and a final outcome for that combat exchange is determined. Specific values will include the characters' respective ability levels and the tactical settings selected. Keep in mind that all of this computation happens instantly and does not stop the flow of the action. Players see a smooth, continuous exchange of attacks and counterattacks, not stilted turn-based gameplay."
Looks like you'll be deciding things not exactly in real time. Which means that the problem you're talking about may not be relevant.
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- Slartibartfast
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- SMAKIBBFB
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Why not just dispose of bullet-time and have an ability score based 'dodge' factor that has you going all blurry and shit like an agent when someone shoots at you?
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- Utsanomiko
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Bah, nobody liked bullet-time anyway. The whole point of homages to HK Kung-Fu flicks is that the fights are supposed to be fast and furrious. I agree with what DPDarkPrimus once said that he wanted to do a video of the lobby fight, but sped up to normal speed.
Let people save replays of their fights afterward and give replay controls to change its camera and speed, if needed.
Let people save replays of their fights afterward and give replay controls to change its camera and speed, if needed.
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- Slartibartfast
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The whole replay thing was an idea I used to have for an action matrix-like game four or so years ago, crap it was even a MMORPG. Not that I can make a game at all, but it's always funny to think and write down all those "what if" ideas - specially if they're stolen verbatim afterwards by real game companies
But yeah, having bullet time in-game is boring, except in Max Payne, where it rocks. But that's Max Payne, and he kicks 100 times more ass than Neo and Jet Li combined, only with guns instead of actuall kicks and ass. Specially Neo's ass. Ick.
But yeah, having bullet time in-game is boring, except in Max Payne, where it rocks. But that's Max Payne, and he kicks 100 times more ass than Neo and Jet Li combined, only with guns instead of actuall kicks and ass. Specially Neo's ass. Ick.
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"Interlock allows us to depict visually interesting and dynamic combat encounters without needing complex inputs from the player. Every very few seconds, the player may provide inputs including target selection and tactical setting. This is important because typical "twitch" style fighting games are simply not possible over typical Internet connections. "Embracer Of Darkness wrote:I think The Matrix Online is going to pre-determine the battle based on stats, etc. then play it out like some sort of cinematic.
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