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Rhyfel

Animations

Jan 15th, 2021
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  1. Okey I think I can identify the issues with games like Battlefront and their animations a bit better.
  2. I may have caused this in a way too.
  3. Because I always appreciated a game with responsive visual feedback animations. Like how I don't like the first Dark Souls game because often you hit shit and they don't move at all, not (just) because of Poise, but because of a lack of feedback animation, that makes the hits feel unresponsive like they wouldn't connect with anything.
  4. And games like DS3 have added a lot of feedback animation, so that when you hit shit you can feel it, you can see it, they get staggered and everything.
  5.  
  6. But for FPS games, that is a very bad idea.
  7. When you shoot a running Soldier in Overwatch or a Spartan in Halo or whatever, I don't think they really animate "being shot" at all, you get visual effects and sound effect feedback, but they only animate when they die.
  8. Which means that shooting remains consistent, even if your target strafes or jumps or whatever, its an intuitive image transition that isn't drastic.
  9.  
  10. Meanwhile, games like BF5+ and Battlefront and stuff, think that just because we "Now Have The Technology" they should animate every muscle every sweat drop and every fucking skin pore on a character.
  11. So in Dragon Age 2 for example, to turn 180 degrees it takes like 2 frames of animation, then you are done. It may look less Realistic, but its Responsive.
  12. But in GTA IV and Dragon Age Inq and Battlefront and stuff, (Using DAI as the example) it takes a full fucking SECOND to turn around, every single time you turn around.
  13. You press a button to turn, but wait.
  14. Because first you have to stop your forward movement, which takes a few frames of your character "Slowing down".
  15. Then you have to START your turning, and turn, which takes more frames.
  16. Then you have to start your running in the opposite direction, which takes additional frames.
  17. THEN you actually start moving in the direction of the button you pressed.
  18.  
  19. Its more "Realistic" but its a complete waste of fucking time and resources, it makes every button feel unresponsive and like there's an input delay on everything.
  20.  
  21. When it comes to Battlefront, movement isn't so bad, but feedback animations are.
  22. You shoot someone and they don't remain Consistent, they animate semi-randomly in a weird ragdoll way which I am sure the studio was very proud of, but drastically hinders experience.
  23. Because every time you shoot anything, they move awkwardly like some b-list actor complaining about a shot in the shoulder, all dramatic-like.
  24. And every time they move in an opposite direction, you also get all those weird "stumbling" animations to make it look more "realistic". So every time you shoot anything, it becomes inconsistent to track that shot.
  25. And everyone learns this subconsciously so the meta is, if you get shot, violently shake your keyboard and mouse and bump into fucking walls and shit so that your character model jerks around and becomes impossible to hit.
  26. Which turns the game from a skill based shooter where better aim wins, into a hail of flailing and bullets where the least-whacky-waving-inflatalble-arm-flailing-tube-man loses.
  27. Example; https://clips.twitch.tv/DifferentGleamingMallardSaltBae .
  28. https://www.youtube.com/watch?v=A32WRa2UM8Y .
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