Earlier quoted context omitted.
It will also have to drastically downplay the importance of footwork. In a real swordfight, where to put your feet is nearly as important as where to put the sword.
This is also true for a plethora of sports games as well, specifically racquet based games. Swinging the racquet is less than half the battle -- footwork, in most physical types of activities, is much more important. Omnidirectional treadmill? http://en.wikipedia.org/wiki/Omnidirectional_treadmill
Neal Stephenson wants to revolutionize sword fighting video games
91–100 of 188 posts
Re: Neal Stephenson wants to revolutionize sword fighting video games
#92I'm curious how they plan to implement actual medieval / early Renaissance combat tactics with a controller like the one in the video - how would you do half-swording or something like the Mordhau? For people who aren't medieval geeks - half-sword is when you hold the sword halfway up the blade with your left hand, in order to deliver a more accurate, powerful thrust; perhaps after trapping your opponent's sword betw…
Re: Neal Stephenson wants to revolutionize sword fighting video games
#93Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
I wonder if it is possible in some way with gyroscopes. Not going all the time, but spun up quickly, to provide counter resistance for a specific direction of rotation. You could spin up two, in opposite directions, to counter the torque from acceleration. Difficult to spin them up fast enough, but perhaps just the sensation of some resistance would be enough feedback.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#94Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#95Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
I wonder if it is possible in some way with gyroscopes. Not going all the time, but spun up quickly, to provide counter resistance for a specific direction of rotation. You could spin up two, in opposite directions, to counter the torque from acceleration. Difficult to spin them up fast enough, but perhaps just the sensation of some resistance would be enough feedback.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#96Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
It will also have to drastically downplay the importance of footwork. In a real swordfight, where to put your feet is nearly as important as where to put the sword.
That said, the concept of different styles of swordplay is great - and having more 'realism' in that is something I think is pretty admirable.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#97Re: Neal Stephenson wants to revolutionize sword fighting video games
#98Earlier quoted context omitted.
It will also have to drastically downplay the importance of footwork. In a real swordfight, where to put your feet is nearly as important as where to put the sword.
> In a real swordfight, where to put your feet is nearly as important as where to put the sword. Arguably more important. I fenced epee in university, and our coach was a little bit old school -- we went weeks just doing footwork before getting a weapon put in hand.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#99Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
It will also have to drastically downplay the importance of footwork. In a real swordfight, where to put your feet is nearly as important as where to put the sword.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#100"And you wrote the software."
"Yeah. That, too," Hiro says.
―Neal Stephenson, Snow Crash