Kenshi - Gameplay - Martal Arts

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Dragonspride1995
Posts: 5
Joined: Thu Feb 12, 2015 11:31 pm

Sun May 17, 2015 3:36 pm

Greetings!

I have been dabbling a bit in your game and I noticed you have martial arts as one of the planned features in your game. I have 10 years of training in a certain martial art, and this feature immediately piqued my interest. I realise that you are a sole developer; however I was wondering if you are willing to realise some information on this topic.

Primarily I have two questions: Which martial art are you planning on incorporating?
And how do you plan to implement these martial arts. I do, however have many more questions.

Lets be real here, martial arts can mean anything from boxing, to karate and anything inbetween. I sincerely hope its not a lot of the hollywood kickflips and parkour which half of the population assumes martial arts to be, but I hope its a bit more than the standard punch, kick, duck we see a lot of in video games these days. I would be interested in hearing more about this topic if you have the time. Thankyou Dragonspride1995

Astral_Punisher
Posts: 4
Joined: Sun Jun 24, 2012 10:17 pm

Sun May 17, 2015 5:16 pm

I have to admit, I am also VERY interested in this particular feature as well.

What I am hoping is that there will be several different 'moves', and that as our characters advance in the 'Martial Arts' skill, we will see progressively more complex moves being attempted.

AKA, with 1-10 skill, we'd only see simple front/straight punches.
With 11-20, we'd see simple front or side kicks included.
Maybe with 21-30, there would be the occasional back fist, or chop.
After that, we might see low kicks, jump kicks, turning kicks, roundhouses, uppercuts, hay-makers, and other things like that that take significantly more skill to even attempt outside of combat!

Of course, all of the moves would be used at times that were appropriate, such as using faster moves VS faster swords/other martial artists, and slower, more damaging moves on heavy weapon users.

Because, really, what keeps a martial artist in the fight is an intelligent use of his techniques and smart variety of execution. Why wind up for an uppercut when you know the opponent will hit you 3 times before you get to hit him?

*day dream off*

My beard remains full of hope for this feature :lol: !

Dragonspride1995
Posts: 5
Joined: Thu Feb 12, 2015 11:31 pm

Sun May 17, 2015 5:41 pm

Astral_Punisher wrote:I have to admit, I am also VERY interested in this particular feature as well.

What I am hoping is that there will be several different 'moves', and that as our characters advance in the 'Martial Arts' skill, we will see progressively more complex moves being attempted.

AKA, with 1-10 skill, we'd only see simple front/straight punches.
With 11-20, we'd see simple front or side kicks included.
Maybe with 21-30, there would be the occasional back fist, or chop.
After that, we might see low kicks, jump kicks, turning kicks, roundhouses, uppercuts, hay-makers, and other things like that that take significantly more skill to even attempt outside of combat!

Of course, all of the moves would be used at times that were appropriate, such as using faster moves VS faster swords/other martial artists, and slower, more damaging moves on heavy weapon users.

Because, really, what keeps a martial artist in the fight is an intelligent use of his techniques and smart variety of execution. Why wind up for an uppercut when you know the opponent will hit you 3 times before you get to hit him?

*day dream off*

My beard remains full of hope for this feature :lol: !
Great to see someone else intrigued by this, I like your idea while I disagree at a few of the placement
of levels (sorry have to do it, haymakers take away most of your guard, and open you to attacks from your attacking side.) I'd like to see in the long run different types of martial arts, passive, like judo, defensive kinda like hapkido, and aggressive like karati. Immagine if you will a fully developed cardiovascular system, the ability to manipulate certain points on the body (not going into specifics for obvious reasons) to paralysis, and even kill your opponent through the use of domak at higher levels, and a uppercut to the jaw for a ko at mid level, and lastly maybe some all out fist brawling at low level. It would be cool to see some wrestling to capture your enemies as well as a afterthought.

Marilous
Posts: 140
Joined: Thu Dec 20, 2012 4:54 am

Tue May 19, 2015 11:58 pm

I'd like to see in the long run different types of martial arts, passive, like judo
How is throwing someone on the ground a passive martial art?

I'd love to see some judo style throws to a sword slash to a grounded opponent, though I doubt the engine will support that.

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PnzrNorm
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Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Wed May 20, 2015 12:18 pm

I mentioned wanting to make a Luchador in the past too.
Wonder if that'll happen. :D

Dragonspride1995
Posts: 5
Joined: Thu Feb 12, 2015 11:31 pm

Wed May 20, 2015 6:42 pm

Marilous wrote:
I'd like to see in the long run different types of martial arts, passive, like judo
How is throwing someone on the ground a passive martial art?

I'd love to see some judo style throws to a sword slash to a grounded opponent, though I doubt the engine will support that.
Judo is considered passive because you are not actively engaging your opponent, you wait for him to attack and then use his momentum against him.

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Aereto
Posts: 108
Joined: Tue Dec 09, 2014 1:36 am

Thu May 21, 2015 9:08 pm

Dragonspride1995 wrote:
Marilous wrote:
Judo is considered passive because you are not actively engaging your opponent, you wait for him to attack and then use his momentum against him.
The two of you are making me curious on the potential of Martial Arts skill being implemented... as does the Dodge skill.

If Judo is described in such a way, it would be best applied in melee defense skills and the 'Block' command option. However, that does add programming/animation complexity, which I feel is something that cannot be seen on the surface.

On the other hand, I was more concerned with iron clubs categorized as sabres than which weapons are better recognized as martial arts. I may assume a scroll containing a particular form/variant would represent what the user takes a stance over.

There are fair amounts of speculation, brainstorming, and research involved, so I'll give my share of the matter as-is.
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bk3000
Posts: 228
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Tue Jun 09, 2015 1:01 pm

Dragonspride1995 wrote:Greetings!

I have been dabbling a bit in your game and I noticed you have martial arts as one of the planned features in your game. I have 10 years of training in a certain martial art, and this feature immediately piqued my interest. I realise that you are a sole developer; however I was wondering if you are willing to realise some information on this topic.

Primarily I have two questions: Which martial art are you planning on incorporating?
And how do you plan to implement these martial arts. I do, however have many more questions.

Lets be real here, martial arts can mean anything from boxing, to karate and anything inbetween. I sincerely hope its not a lot of the hollywood kickflips and parkour which half of the population assumes martial arts to be, but I hope its a bit more than the standard punch, kick, duck we see a lot of in video games these days. I would be interested in hearing more about this topic if you have the time. Thankyou Dragonspride1995
I am - or was - a martial artist as well. I was a first degree black belt but I haven't been to a school in years though. Officially I was in Moo Duk Kwan Taekwondo, but in practice we where a mixed martial art school before that was cool.

I share the concern that they might go the Hollywood/sport martial art on this just because it "looks cool." Sport style fighting would get you killed in a real fight. Considering that they already rejected dual wielding, I do have some faith that they will also keep it real regarding martial arts. They'd have a harder time finding the animation for the nonsense Hollywood fighting anyhow.

There is a lot to think about with Martial Arts implementation. Lots of possibilities as well as problems.

One thing I'd like is that they could be used even by men holding the lighter weight weapons to a degree. In particular you could block/deflect an incoming blow and then kick in response. I'd imagine you'd only train it in Kenshi by fighting without a weapon though. So you probably wouldn't dare until you get some other stats up.

Unarmed martial artists would do pretty well against those wielding heavy, slow weapons and could probably even disrupt their attacks/take them off their feet. But they would get tore up pretty good by fast katana users generally. An unarmed martial artist CAN fight someone wielding a lighter blade, but it is risky and it certainly isn't easy. That would add a certain balance to the game where heavy weapons currently own everything else.

Loengrinn
Posts: 33
Joined: Wed Jun 24, 2015 1:53 am

Fri Jun 26, 2015 8:05 am

I like the general idea of this discussion, however, I think we need to keep in mind that a higher level of complexity makes this harder to program, and then draw/animate. You all make valid points about the flashier/cooler hollywood style of martial arts, but the coding for what you're talking about would be difficult to implement in a fighter game, let alone a game of this scale and scope and genre. He's done an excellent job with what he's made so far, so I expect some quality work from Chris, but the more grandiose things people ask for he must just laugh and shake his head at.

Morcaster
Posts: 27
Joined: Sun Mar 24, 2013 5:42 pm

Sat Dec 26, 2015 7:42 am

Being able to to kick while wielding one handed blades would be cool.

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