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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Approaching to resource? if decition is made, i am willing to make the animations As soon as possible. @Stan` thoughts?
  2. @Stan` also would be nice if we could have approaching to resource variant. showing tools while walking to gather. Axe in the shoulder or holding with both hands while approaching to the trees (like aoe aha)
  3. Yep, they do one on one. If you mean by death animation, i would only take the latest attacking entity.
  4. @Imarok @Freagarach would you know a way of implement death variant's based on attack? also attack variant based on entitiy? For death; if i got hit by an arrow i would play an animation with an arrow on the knee... in the heart. For attack: if im attacking a cavalry i would hit the rider, not only the horse.
  5. "COMBAT.APPROACHING" remains the same, so they always gonna walk attacking the enemy in "ready" variant, however stance based variant would help if stances make a difference in future gameplay. Like this: Violent: increment movement speed 10% while reducing defenses 10% Aggresive: incrementing movement speed 5% while reducing defenses 5% Defensive: Movement speed and defenses as usual. Hold Ground: Attack Reduced by 5% defenses increased by 10% while standing ground. Passive: Defenses Reduced as the infantry isn't aware of any threat (perfectly for ambushes) Walk speed to a human realistic walking speed, attack lowered and gathering rate increased. just an example stats arent 100% accurate. If that were the case, aiming for realism and making 0.A.D. one of the few making stances more than just a behavior but also an strategy.
  6. I'm kinda Lost on what could be the differences between animations variants for stance. Passive from Defensive por example. Aggressive from Violent.
  7. i think i've managed to implement variant based on stance following @Angen works on Assault Rifle UnitAi Test.
  8. Scutum is ready (Not committed yet), but gonna implement a new actor on the main game for have some shields covered: *Oval whitout spina and round boss* Round boss gonna be used on parma shield. Praetorian Guard: @wackyserious do you have some texture stored in your assets for this guy ?
  9. And probably for the long weeks of bugs that will come at the beginning
  10. New one: I'm gonna start the preparatives for commit later tomorrow, gonna rename shields from _a to _0# following @Stan` request of naming convention.
  11. i swear i had good plans last night when ended with the capes for the hero animations but today i totally forgot what i was about to do.
  12. Maybe a panoramic camera under the cube and a 4k Render.
  13. Thanks! i need to check if it could also use riders variants and so we can delete rider capes folder, but this weekend is for finish scutum and if its possible hero specific animations.
  14. Just committed the fix for those, anything else missing? thanks for the checkref!
  15. @wackyserious maybe we could use this in the meantime if you have something planned for later: In the current state the brit champion texture terrible compared to the rest of the units, because of the low texture resolution it has.
  16. Committed the standarization of capes. Part 1.
  17. A small preview of the cape new actor: All of these units use the same cape actor: The actor cape have all the variants in the variants group: First implementation will be with infantry, if its possible and doest not break cavalry, it will be applied too for horse riders and elephant riders.
  18. Ah i see, its like Total War Attacking when the unit is pushed back, it looks good, but remember the attacking animations are generic of rall kind of entities, buildings, horses, ships etc. Would be weird having the infantry react in that way from a non existent attack of a building for example. That however would be good if it could be a small space between attacks to have an animation of reaction of being hitted.
  19. IIRC on his design doc of shields distribution, Hexagonal plain are for Gauls while Hexagonal with a Moon Shape top and bottom borders are for britons only.
  20. @Stan` just noticed that after the changes i've done on animations of swordsman, shieldsmall variant and animations are useless and pointless to have, wich only leads to a confusing variants naming so i will delete them and only have "fast" as prefix for the jogging variants.
  21. I may need a visual help to understand what you meant, (Maybe lines on animations screenshots) but if any adjustment that could be done im open to suggestions. Doing attacking animations as mentioned before is more complicated (specially when the combat is an endless loop of the animation whitout reaction or wait timer between attacks)
  22. Don't worry, commit it today i want to see them ingame . im just starting right now so nothing to worry about, i would only need to add the cape prop change on the gauls actors to keep in sync.
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