dynamic Animations

Jason WhoreJason 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

Comments

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    This could be very cool indeed, but it would require alot of work i believe.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Jason, while the idea is cool, it's not needed right now. There are more important things to work on, like engine performance and missing game features.

    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.
  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    but they could do it? i mean
    is it that easy that they could possible put this in before 1.0 ?
    because i waaaaaant it : )
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Man, I don't buy that. The Overgrowth team isn't much larger than the NS2 team (or is it smaller?). Are they just <b>better</b>? Maybe. I watch their videos each week, and I am amazed every week.

    This is a good idea which I would like to see.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Overgrowth has a different audience though, doesn't it? NS had a huge competitive scene for an unofficial mod, so there are a lot more people worried about gameplay and functionality.
    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.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Dude, have you seen the work done on Overgrowth? Just watch their weekly Alpha videos. That ###### is amazing.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited May 2011
    Yeah, I'm subscribed since the Organic indie preorder pack or whatsitsface, when I first heard of them.
    Why, do you disagree?
  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    edited May 2011
    <!--quoteo(post=1849197:date=May 30 2011, 06:39 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 30 2011, 06:39 PM) <a href="index.php?act=findpost&pid=1849197"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Man, I don't buy that. The Overgrowth team isn't much larger than the NS2 team (or is it smaller?). Are they just <b>better</b>? Maybe. I watch their videos each week, and I am amazed every week.

    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 ...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Give it time. That's all polish, we'll get there eventually.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Hover gorge will continue to hover regardless of naysayers. Long live hover gorge!
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    I'd also love this small detail to get implemented, but it is polish no matter how you slice it.. So UWE shouldnt focus on that kind of eyecandy until the game is atleast feature-complete and quite bugfree.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    <!--quoteo(post=1849211:date=May 31 2011, 02:08 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 31 2011, 02:08 AM) <a href="index.php?act=findpost&pid=1849211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I'm subscribed since the Organic indie preorder pack or whatsitsface, when I first heard of them.
    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.
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    edited May 2011
    You know what would be totally f**king sweet:

    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
  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    <!--quoteo(post=1849325:date=May 31 2011, 03:00 PM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ May 31 2011, 03:00 PM) <a href="index.php?act=findpost&pid=1849325"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    won't happen. they discused that already. to disorientating... they will NOT put it in the game. ever.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1849333:date=May 31 2011, 01:18 PM:name=Jason ######)--><div class='quotetop'>QUOTE (Jason ###### @ May 31 2011, 01:18 PM) <a href="index.php?act=findpost&pid=1849333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->won't happen. they discused that already. to disorientating... they will NOT put it in the game. ever.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It could be a optional setting for later on. Though I wouldn't use it.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    The AVP games had the camera rotating thing. Very disorienting. In online multiplayer I would hardly ever wall climb.

    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.
  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    edited May 2011
    <!--quoteo(post=1849341:date=May 31 2011, 04:24 PM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ May 31 2011, 04:24 PM) <a href="index.php?act=findpost&pid=1849341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <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
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    <!--quoteo(post=1849246:date=May 31 2011, 04:45 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 31 2011, 04:45 AM) <a href="index.php?act=findpost&pid=1849246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doom 3 has it...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm sold, doom 3 is my global authority when it comes to gaming perfection.

    do it UWE, for a post release patch please...
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited June 2011
    <!--quoteo(post=1849212:date=May 30 2011, 02:08 PM:name=Jason ######)--><div class='quotetop'>QUOTE (Jason ###### @ May 30 2011, 02:08 PM) <a href="index.php?act=findpost&pid=1849212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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 ...<!--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.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    It hovars without flapping!!@

    ---

    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. :)
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    It looks nice but I can't say I really care about it. I honestly never noticed NS2 didn't have it already, it isn't that important.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Probably more pronounced when large lifeforms like Onos show up.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    <!--quoteo(post=1849341:date=May 31 2011, 07:24 AM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ May 31 2011, 07:24 AM) <a href="index.php?act=findpost&pid=1849341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The AVP games had the camera rotating thing. Very disorienting. In online multiplayer I would hardly ever wall climb.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
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