dynamic Animations
Jason Whore
Join Date: 2011-04-11 Member: 92514Members
<div class="IPBDescription">or whatever this is called</div><img src="http://www.unknownworlds.com/ns2/wiki/images/thumb/b/bd/Gorge_side.png/800px-Gorge_side.png" border="0" class="linked-image" />
I saw this pic and was like... thats some 2004 sh!t. I think the feet should adapt to the ground. this is nothing important gameplay wise but i'd like to see it ingame and because it could cause some bugs so it should be implemented early to fix the bugs in time.
this could also be used for skulk wallwalking .. so they run around walls and their feet dont crush through railings and pipes. This would look epic when the replay system is ingame.
i thought of something like that :
<a href="http://youtu.be/GFu44oeLYPI?t=12s" target="_blank">Overgrowth smooth Animation transition</a>
and if you are familiar with overgrowth you know they got awesome anims and animation blending and physics overridden animations or what thats called.
i totally want to see that in NS2. and if you don't implement it i'm going to call wolfire and axe them to make animations for you :P
I saw this pic and was like... thats some 2004 sh!t. I think the feet should adapt to the ground. this is nothing important gameplay wise but i'd like to see it ingame and because it could cause some bugs so it should be implemented early to fix the bugs in time.
this could also be used for skulk wallwalking .. so they run around walls and their feet dont crush through railings and pipes. This would look epic when the replay system is ingame.
i thought of something like that :
<a href="http://youtu.be/GFu44oeLYPI?t=12s" target="_blank">Overgrowth smooth Animation transition</a>
and if you are familiar with overgrowth you know they got awesome anims and animation blending and physics overridden animations or what thats called.
i totally want to see that in NS2. and if you don't implement it i'm going to call wolfire and axe them to make animations for you :P
Comments
I'm an animator so I completely understand that these things stick out like a sore thumb for some people, but honestly right now it's best UWE put their resources into fixing real problems and not small aesthetics which can be done waaaaaay down the line.
is it that easy that they could possible put this in before 1.0 ?
because i waaaaaant it : )
This is a good idea which I would like to see.
And it's more complex in both respects to start with; Overgrowth has a variety of characters, but they're different in skin and stats, rather than having completely different roles... what I'm saying is that their basic gameplay is already done, NS2's isn't.
Why, do you disagree?
This is a good idea which I would like to see.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah. thats what i meant. your engine has f*****g dynamic lighting everywhere and performance is... well constant at least. but you cant even align the feet with the ground ??
or make physic overridden animations? becuase... no offense but - the ragdolls look plain stupid. really stupid.
as if the marines / aliens get transformed to jelly by the shots.. could you make some kind of pysic overridden animation like.. struggeling or.. idk. so the arms and legs dont flail around like ropes?
EDIT : oh btw... work on the physics collision in general plox. if a resource tower gets destroyed the props bug through the map ...
Why, do you disagree?<!--QuoteEnd--></div><!--QuoteEEnd-->
I do, to an extent. I've watched all the features they add on a weekly basis - and the clever implementations of those features, and I think it isn't fair to say that NS2 is, inherently, a more complex game. There is arguably a greater variety of functional content, and there's no doubt that there are inherently more complex problems with creating a multiplayer game as opposed to a (projected) single player game; but in all other respects, it's no less complex than NS2 and sometimes moreso. Wolfire just seem to polish as they go; not just the bells and whistles, they polish the mechanics of the gameplay and the engine; and it's amazing.
Is when youre a skulk and youre climbing up walls and eventually onto the ceiling - Your view changes and the camera actually rotates upside down.
I was going to make a thread on this but i thought id give it 7 or 8 months so they can finish the game before adding the bells and whistles
won't happen. they discused that already. to disorientating... they will NOT put it in the game. ever.
It could be a optional setting for later on. Though I wouldn't use it.
As for overgrowth, I have been following it since way back and Im looking forward to it. But its apples and oranges. Overgrowth is going to be mainly a single player deal played on simple (though aesthetically pleasing) maps.... and mp is on the backburner. They are not even sure if will be mp or just co-op, and the number of players is still up in the air. That cuts down on a ton of headaches to deal with as far as the engine and animations are concerned. They haven't even gone into gameplay, just assets and animation. Their assets and maps are going to be rather simple and open when you compare them to the intricate space stations we'll be playing in NS2.
<b><!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->DAT ARGUING o.O<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>
its not that frequent here but... *gives you my internet* :'3 you make me proud
seems logic in every aspect. +1 or something for you
I'm sold, doom 3 is my global authority when it comes to gaming perfection.
do it UWE, for a post release patch please...
or make physic overridden animations? becuase... no offense but - the ragdolls look plain stupid. really stupid.
as if the marines / aliens get transformed to jelly by the shots.. could you make some kind of pysic overridden animation like.. struggeling or.. idk. so the arms and legs dont flail around like ropes?
EDIT : oh btw... work on the physics collision in general plox. if a resource tower gets destroyed the props bug through the map ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Inaction does not equal Incapacity. Just because they don't does not mean they can.
All of what you're suggesting is doable (as you can see they're doing it in Overgrowth*), but what's more important is whether they should, and then when they should.
Regardless, now is not the time.
EDIT: *Fail.
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Seriously though. I completely agree that this <b>must</b> be done. These things are part of the difference between a good and a great game. It's also true that this should not be done now. First finish the game, then polish.
A good point to make none the less. :)
Anecdotally, I find it more disorienting not to rotate. Something about being on the ceiling makes it easier for me if my view rotates. To each their own.