Kane_Severance Posted October 29, 2012 Posted October 29, 2012 (edited) I would like to see more than upright chopping modelled on the characers. More dynamic animation would be appreciated. I don't need motion capture precision, but I'd like to see some lunges and backswings mixed in with the normal slash. I'd also like to see a difference in animation between cutting weapons and bludgeoning. You don't swing a mace the same way you swing a sword. With a sword you're cutting or stabbing with quickness and finesse, with a mace or hammer you're smashing your weapon with great impact. I don't want this to become a combat simulator, but I would like combat to look more visceral than the old IE games. Edited October 29, 2012 by Kane_Severance
Hellfell Posted October 29, 2012 Posted October 29, 2012 I think Obsidian will do 1 animation set for one-handed weapons (swords, maces, axes), 1 set for two handed, 1 set for polearms and spears, 1 set for bows, 1 set for crossbows and guns and 1 set for dual wielding. 6 sets of animation excluding spellcasting and non-combat are enough for a 2.5d isometric rpg. Only boring people get bored
kabaliero Posted October 29, 2012 Posted October 29, 2012 just to recall, in ps:t and bg2 i hated that there was actually only 1 animated side of the character sprite model, while the other was just a mirror
Amentep Posted October 29, 2012 Posted October 29, 2012 I always thought it weird to see a flail used the same way as a sword. And didn't the IE games have spears with a chopping motion? I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man
BasaltineBadger Posted October 29, 2012 Posted October 29, 2012 I'll be happy as long as I'll be able to tell what is going on and who uses which weapon. P:E is low budget project that is going to have a lot of content, so authors shouldn't spent much money at non-essential stuff.
kabaliero Posted October 29, 2012 Posted October 29, 2012 so are the models gonna be 3d or 2d? i forget
Hormalakh Posted October 29, 2012 Posted October 29, 2012 Models are 3d. More animations are always good, but they shouldn't be created while sacrificing other more important things. I think weapon animations falls behind 3D model work for the character (the so-called "paper-doll"). My blog is where I'm keeping a record of all of my suggestions and bug mentions. http://hormalakh.blogspot.com/ UPDATED 9/26/2014 My DXdiag: http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html
nikolokolus Posted October 29, 2012 Posted October 29, 2012 A little variety is nice but thinking about the scale of the character models on screen in an infinity-esque game it should definitely not be a huge point of emphasis. Just using 3-D models instead of sprites should make adding animations quite a bit easier however.
DocDoomII Posted October 29, 2012 Posted October 29, 2012 3D models should allow for easier animation compared to 2D sprite animations. We can maybe expect more animation on this front, but I don't see the need to create perfectly fitting animation for every kind of weapon present in the game. I mean, sure, if they add whips, the animation can't be the same of a 2 handed sword, but we can't expect to have perfectly fitting animations for rapiers and machete for example. I'm fine with it if they use the same move. Do you think Pillars of Eternity doesn't have enough Portraits? Submit your vote in this Poll!
Quadrone Posted October 29, 2012 Posted October 29, 2012 (edited) What I would really like to see is changes in the animations when using certain abilities. For example when using a rush attack someone who uses a sword and shield will charge with the shield in front of him but a spear user will hold out the spear like a lance. For me it would be especially cool if a barbarian who uses his "rage" ability would really start swinging his weapon more wildly with seeming increased strength and fury. Edited October 29, 2012 by Quadrone
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