Easier way to add Animations to combat?

Frogboy mentioned that the devs were having a hard time adding combat animation, since its their first time doing so many human animations in a game

so i suggest maybe you can have the basic swing and have the basic "i got hit" animation. And maybe throw in like a slash across the model that is hit and some damage points over their head. A bit old school, but i think the slash and damage points adds eye candy and takes away the need for many complex animations.

Granted i think each creatures should still have individual animations. Dragons and wolves should perform and move different when taking hits or dying. :(

6,802 views 4 replies
Reply #1 Top

Why not go Japanese Anime with a "dust up" on the Attacker and Defender with an exagerated attack animation like a giant sword, large mace, spear stab and floating numbers to show the outcome.  It's the tatical decisions and strategy that will make the combat not the animation.

Reply #2 Top

Without proposing a specific solution, I'll certainly add my vote to the idea that it's more important to me that the developers spend time making tactical combat varied, challenging and balanced than making it pretty.

Reply #3 Top

hmmm guess you guys both missed the whole point.

Frogboy said they are lacking in the animation department and are trying to work hard at getting good animations. So i suggested an easy way to keep animations simple, thus focusing on more important matters. But ahhh i guess you guys missed that some how...?

Reply #4 Top

Quoting Grove12345, reply 3
hmmm guess you guys both missed the whole point.

Frogboy said they are lacking in the animation department and are trying to work hard at getting good animations. So i suggested an easy way to keep animations simple, thus focusing on more important matters. But ahhh i guess you guys missed that some how...?
End of Grove12345's quote

They're not lacking, they're just green behind the ears with this kind of animation.

I am pleased to say that tactical battles are pretty decent, though visually buggy (it’s very difficult to choreograph all the animations and strikes in an interesting way. This is the first game Stardock has done that actually has animation like this and unfortunately, it shows.

We can do idle animations great and we have a lot of great animations. It’s the fighting choreographing that we’re sucking at. We want battles to look good but believe it or not, this turns out to be very very hard if you want to have any sort of complexity. I now know why so many games have such repetitive attacking. When there’s two objects (attacker and defender) it’s nasty stuff.
End of quote

I think what you're trying to suggest is what he's trying to avoid.

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Not huge fan of your idea, but hey lets see what tactical battles look like before we throw in our 2 million cents. :grin: