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Animations

    • 503 posts
    February 15, 2016 6:35 PM PST

    There doesn't seem to be a developer listed who is responsible for or working on player/npc/monster animations. Of all the animations I'm wanting to deal with combat animations in this discussion.

    Within combat you two broad categories of animation:  You action, your reaction.  Action animations are your swinging your weapon, casting your spell, etc.  Reaction animations are those that are triggered by the action of an NPC (you stagger after a blow, you duck/dodge/repost/block, etc. In normal 'low number' combat (solo or smaller than full group) the actions and reactions pretty much happen fluidly.  The number of actions (and thus reactions) are limited and there is time enough between them to allow for the animations to complete fully. In 'high number' combat (raids, multiple groups, etc) there are so many player actions being applied to the target that it's animations become disjointed. It gets stuck reacting more to incoming attacks yet the damage numbers it outputs tells a different story.  Can animations for raid targets be revamped so as to ignore player action and just let its attack animations go through their cycles?

    Or you can just tell me to stop being so OCD.

    • 34 posts
    November 3, 2016 2:50 PM PDT

    The animations from the gameplay videos I have seen are really hurting and this is something that have plagued MANY American games.  Not just combat, I do not think any animations here look fluid, they are all starting college level student quality at best.  They simply lack elegance, finesse and style.  I think Koreans got it down if you look at games like Lineage 2 and Tera(they just can't do gameplay worth a penny).  Game really do not need to have the biggest polygon count if you can get great texture work and animation. 

    Here are some great animations that will drop people's jaws

    Female: walking, running, and sprinting:

    http://www.nexusmods.com/skyrim/mods/78593/?

    Male: walking, running, and sprinting:

    http://www.nexusmods.com/skyrim/mods/77343/?

    For reference to morer moded, royalty free/reference animations they are found here:

    http://www.nexusmods.com/skyrim/mods/searchresults/?src_cat=51

    Not just character animation, but leafs falling from trees and wind effect from branches.

     I do agree with Vandraad, and I know it is beta, but they need to get someone(or a team) working on the animations and high number of NPCs should not affect bone animation or game play(it is VERY low resource).  As I see it the game seriously lacks animation and textures, and often times this is something that does not gets the attention it deserves, yet animations are a very low resource cost way to improve the look and immersion of the game. 

    • 26 posts
    November 4, 2016 3:07 PM PDT

    This is something I am noticing about the game as well. I am a visual person and immersion is part of the game content for myself and a lot of others. while I did love that they showed the unity animations and gave us a taste, I'm starting to get worried from seeing the animations (reminded me of early beta Vanguard play). I'll keep an eye on this and see if the art team is actually up for some thoughts and ideas given put on the forums for people who also are commenting on the subject.

     

    I have to agree with your post on the Korean MMO market, the animations they create are king right now, I am in Black desert online and I say if this game could get 50% of the crisp movement animations they have, Brad and the team will have money falling out of their pockets on release.

    • 227 posts
    November 4, 2016 3:53 PM PDT

    While I agree animations are important, I'm not a big fan of some of the recent animations in Korean-based MMOs.  I find them over the top and distracting from my enjoyment of the game.  While in a video watching them they are all "wow that was cool", after a while you're just doing the same "wow that was once cool" animation over and over again.  I'd like nice fluid animations, but nothing so gawdy as some of the games have gone to recently.

    If we want the over the top animations, I'd say make them rarer.  For example, if we have a combo system, make combos use those kind of animations, or only do them on special critical hits or something.  Make them actually special animations.  Otherwise just do normal, but nice fluid combat animations.

    As to the OP's post, I agree.  It would be nice if after a certain number of reactionary animations in a short period of time, they were turned off for a few seconds so we can see actual combat.  Or no reactionary animations while a ability animation is happening, including autoattack animations.

    • 601 posts
    November 8, 2016 3:06 PM PST

    I think the textures in Pantheon that we have seen so far look great! I wouldn't say that animations are low resource - if I remember correctly, memory usage scales with texture quality, but memory usage is static with animations. Either way, they are hugely important, even on a psychological level. Even the slightest details can trigger a feeling of reward in your subconscious. A very basic example would be, in Hearthstone, when you attack with a very large creature, the screen literally shakes and there is a loud noise. Even if you don't realize it, these aspects contribute to a more wholesome experience. And if one of these elements is not there, even if you can't quite put you finger on exactly what it is, it will probably bother you. This applies to all animations, but especially in combat. This is something that EQN really seemed to emphasize.

    Anyway, as such, in Pantheon, your character's actions and animations should very clearly show how powerful you are. Every action has an equal reaction. You should feel like you're actually making a difference. There should be a weight behind the swing of your sword. The target you hit should react and stagger appropriate to the size and strength of your weapon strike. And just imagine the visceral feeling when a druid casts Earthquake or summons a thunderstorm! Those sorts of interactions are much more satisfying that the appearance of just swinging at air. Furthermore, there should be different animations depending on the type of weapon you're using (1H/2H slashing, piercing, blunt, etc.) and monks should have completely unique fighting animations. I think it's possible to have all this without it cluttering the screen. Battles in real life are expected to be a little messy and chaotic. In order to be immersive, virtual battles should also have a lot going on visually.

    • 5 posts
    December 10, 2016 11:36 AM PST

    For anyone reading this thread that hasn't watched the newest livestream, they specifically said at the start of it that the animations are placeholder and that they might have them by the next stream or something. 

    • 25 posts
    January 4, 2017 8:29 AM PST

    Also keep in mind that in every stream thus far they have stressed and stressed the fact that it is pre-pre-alpha and they are focusing on game mechanics first and not to put much stock into the current animations/textures.

    • 737 posts
    January 4, 2017 3:08 PM PST

    I am a big  fan of their approach. Make the game work, then make it pretty.


    This post was edited by Beefcake at January 4, 2017 3:08 PM PST
    • 33 posts
    January 6, 2017 7:39 AM PST

    Beefcake said:

    I am a big  fan of their approach. Make the game work, then make it pretty.

    Agreed.

    I happy they didn't make us wait entirely though, as they've done some great pretty-fication so far! From what I could see on the last stream, the Archi and Ogre models and environments are looking *really* good for a pre-pre-alpha stage.

    • 601 posts
    January 6, 2017 7:57 AM PST

    Beefcake said:

    I am a big  fan of their approach. Make the game work, then make it pretty.

    Yeah with the spotlight recently being shone on the steaming heap that is Landmark (which had the exact exact approach: publicize, then make it pretty, then TRY to make it work), it makes me even more grateful for Aradune/VR's wisdom in the development process.

    • 13 posts
    January 6, 2017 10:27 PM PST

    Beefcake said:

    I am a big  fan of their approach. Make the game work, then make it pretty.

     

    In agreement with this approach as well. I do hope I can also help minimize the most disruptive gameplay bugs before launch. If possible I would like to be prepared with some alpha test metrics from the dev team and prioritize reporting of such things like Mob Pathing bugs, falling through world, zone crash when triggering quests, etc. 


    This post was edited by SyriusNorthstar at January 7, 2017 12:33 PM PST