Barstar Posted January 31, 2012 Report Share Posted January 31, 2012 (edited) Coupled with the speeds associated with running or walking, I find the distinction detrimental to the game. Units look a bit silly when they walk around and sprint to keep in formation and move at jogging speeds while they walk. My favorite movement scheme was Age of Mythology: everything moved in a light jog (except some heroes and the citizens) so they always appeared attentive and ready but not too keen. On that note I would recommend scrapping the running/walking distinction and set every combat unit to a light jog (same speed as walking but a more appropriate animation) whenever things like that become a priority (I imagine there are far more pressing matters at the moment) Edited January 31, 2012 by Barstar Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted January 31, 2012 Report Share Posted January 31, 2012 Units will still have to catch up with a formation of buddies when tasked to. So, the "running" distinction still needs to be there. Quote Link to comment Share on other sites More sharing options...
Guest afeder Posted January 31, 2012 Report Share Posted January 31, 2012 Also, when I attack the opponent's female citizens, they should flee in terror, not stroll around as they do now (hence I support the distinction). Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted February 1, 2012 Report Share Posted February 1, 2012 Some of the unit animations might seem a bit off, either the actors need tweaking or the animations need some work (we haven't had many people working on animations until quite recently, and to my knowledge no one has touched the biped/human animations in quite some time). Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted February 1, 2012 Report Share Posted February 1, 2012 That's our plan, to tweak the existing animations or even re-do them from scratch, but we're having some trobble getting new rigs to show up ingame - specially for Blender, since most of our team now uses blender, and i'm prety sure that blender will be primary software of choice for modders, since it's free and open-source. (the old animations were created with 3ds/XSI and we're trying to port them to a blender rig) :/ (What is really silly... I hope we can do that soon.) Quote Link to comment Share on other sites More sharing options...
feneur Posted February 1, 2012 Report Share Posted February 1, 2012 Another thing to remember is that we intend to implement a special running/charging feature, which definitely makes the distinction necessary. Read more about that here: http://www.wildfiregames.com/0ad/page.php?p=10066 Quote Link to comment Share on other sites More sharing options...
Corbo Posted February 13, 2012 Report Share Posted February 13, 2012 Hem... With 2 distinct speeds for humans, you'll probably need 3 speeds for animals, i.e., horses and other mounts. Quote Link to comment Share on other sites More sharing options...
feneur Posted February 13, 2012 Report Share Posted February 13, 2012 Hem... With 2 distinct speeds for humans, you'll probably need 3 speeds for animals, i.e., horses and other mounts.Why? Quote Link to comment Share on other sites More sharing options...
Corbo Posted February 14, 2012 Report Share Posted February 14, 2012 Why? Because horses walk faster than people, at least on open ground, they need a slower speed when in formation with footsoldiers.Another option is to let them advance at their on pace, and have them make frequent pauses to stay with the group.Thinking of it, since there are units slower than humans, it's going to be tricky to synchronise all that... Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 14, 2012 Report Share Posted February 14, 2012 Because horses walk faster than people, at least on open ground, they need a slower speed when in formation with footsoldiers.Another option is to let them advance at their on pace, and have them make frequent pauses to stay with the group.Thinking of it, since there are units slower than humans, it's going to be tricky to synchronise all that...A group of units already walks as slow as the slowest unit in the group. It's all done dynamically. The animations are even slowed down or sped up to compensate. The engine does this for us. Quote Link to comment Share on other sites More sharing options...
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