Author Topic: Proposed Standards for Flying Mounts  (Read 553 times)

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Proposed Standards for Flying Mounts
« on: July 08, 2012, 06:12:48 pm »


               < flying off... >

Flying mounts present several challenges as well as several opportunities.

Like all custom content, they must add something, however minor, to the player experience. So what can a flying mount phenotype add?
  • Added dimension to roleplaying
  • Custom combat animations and tactical systems (immune to melee from the ground, aerial attack systems)
  • travel/movement options bypassing blocking terrain
Sounds quite promising to me. However, there should be some standards in place for flying mounts so that they can work (and fight) with each other properly.

I'd like this thread to explore and propose standards for CC Makers to use as guidelines in creating Flying Mounts.

What I'm considering so far is:
  • Flying height = 2m (or perhaps 3m. Discuss)
  • Pause & Walk anims are grounded, allowing interaction with terrain/ground creatures.
  • Combat & run anims are flying. (Explore possibility of activating pause2 anim (Virusman?) or reserving Custom1 for hover/aerial pause)
  • Combat-Low anims for strikes against grounded targets (allows one round of melee in both directions, at flyer's discretion)
Note that this thread ties in to the Aerial Travel & Combat thread.

<...the handle>
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Proposed Standards for Flying Mounts
« Reply #1 on: July 10, 2012, 05:51:25 am »


               Random  thoughts on topic:

'Image

Dragonriders are Cool!

(and long overdue for any game period, esp u9! Keep ur flying cars & jetpacks, i want a pet dragon!)

For combat, the pheno needs special animations for KD, death, etc...

IMO, the basic flying pheno could even be same height as the existing flying creatures like hawks, imps, etc...

Perhaps start with a super basic "NPC" pheno, then add other animations for players once its up and working...

later works could make "up in the sky" ones as well...

I'd think the more resources that we can recycle the better, it saves work and meshes better with "feel" of stock game...

One thing that could give a  flight phemo a more realistic feeling is a smooth flying movement, IE to remove the land based "bobbing" from running and walking modes for a normal steed.

However,  A flying creature should also bob up and down as it hovers in place like a flying bird, unlike a land steed that stands still...

Maby two types even, a smooth hover, and a bobbing flyer...

IE "hover" phenotype, moves smoothly along the ground.

"Flyer" bobs more like a bird

Perhaps "glide" animations for combat...


'Image

Check out Ben Harrison's Flying Carpet Pheno for example '<img'>

'Image

PSA: Never text and hover!!!

'Image

"hover" pheno and "fly high" would also be immensly useful for d20 modern robots, cars, aircrafts, spaceships, and the like...

'Image

the nwn vault post for the Wow mod looks cool too, lol...

(forget the carpet, i want that tileset!!!! Pre-Cataclysm Myth Drannor/High Tech Blackmoor Elves)

http://nwvault.ign.c...ry.php?id=50471

*Suddenly reminded of the old bullfrog "magic carpet" games*

'Image

(Obligotory Oldschool DOS-Era Hydra Boss Battle)
               
               

               


                     Modifié par Carcerian, 10 juillet 2012 - 08:41 .