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New Blood
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Post by lod7 on Jan 21, 2016 23:07:59 GMT -6
Based on the last community podcast Iga and the team seem to be asking themselves about Miriam's animation and how fluid it should be. Any games out there that the team may be able to take inspiration from.
Preferably 2D games but there are some tight controls for some 3D games so lets help em out.
Metroidvanias concern: So far I am thinking of Metroid zero mission, Castlevania aria of sorrow, Castlevania order of ecclesia, and strider (2014). These seem to have the most responsiveness out of the genre's list.
2D action platformers: mega-man zero 3, Shovel knight (plague of shadows DLC), Rayman legends, and mario maker.
2D fighting games: Skullgirls, Streetfighter 5 (based on footage shown), streetfigher 3rd strike, Killer Instinct (2013), Ultra streetfighter 4, and mortal kombat X.
Lastly just gonna throw in 3D games I thought had some tight controls: Devil may cry 4, Bayonetta 2, Kingdom hearts 2 final mix, the wonderful 101 and Metroid other M
Sometimes the controls just go so nicely with the map lay out and atmosphere.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jan 22, 2016 11:24:44 GMT -6
Smoothness of animation im not worried about, im actually worried about weight, fallout 3 is very responsive but you dont have weight to your movements because you can instantly change direction, fallout 4 however everything you do feels like it has weight and momentum but it feels like youre controlling a drunk hippo because to change directions you have to take an extra step for your character to realistically halt their movement and pivot to go another direction, im hoping they can replicate the illusion of weight by maybe giving her a couple frame 'slide' animation when she stops or changes direction to show shes halting forward momentum but not actually have her slide to keep her positioning and controls precise
Basically no drunken hippo ice physics unless its a slick surface or an ice stage please >.<
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Post by CastleDan on Jan 22, 2016 11:27:09 GMT -6
Honestly the new Strider game caught the feel of 2d movement very well for a 2.5d game. Best example of 2d feel in a 2.5d space. Finding 2.5d games is probably the best way to show them how animation should be handled and this is the best example of it that I can think of. Obviously this is VERY fluid and VERY quick paced. This feels like how IGAVANIA's always felt to me, smooth, fluid, beautifully animated. I think this should be the goal but more stylized in an IGAVANIA way of course. Miriam is not a ninja
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jan 22, 2016 12:34:45 GMT -6
I really like how natural the run animation is in Lament of Innocence. I know that is a 3D example, but it is a great animation. Richter's run animation in SotN is quite good as well.
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Post by CastleDan on Jan 22, 2016 12:54:58 GMT -6
I really like how natural the run animation is in Lament of Innocence. I know that is a 3D example, but it is a great animation. Richter's run animation in SotN is quite good as well. Lament Of Innocence while having terrible level design and insanely bad copy and pasted rooms was actually quite beautiful visually. It was far more attractive than Curse of Darkness. Especially the whip attacks, the whipping in the game was amazing, they really did a good job with the sound effects of it and the look. The animation work in Lament though as you said was very good. I think Strider is an easier example because it's a 2.5d game mimicking the look of a 2d game. However, in terms of 3d examples you can't get better than using an actual IGAVANIA game in the 3d space with great animation like Lament. I'd love if they used whip latching onto poles to get to new areas kinda like in Lament as well. Timing the attack button at the right moment was fun.
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