![Image](http://img182.imageshack.us/img182/4448/swdatkdwn1wframes6ed9.th.gif)
And how it would look with a hat:
![Image](http://img182.imageshack.us/img182/7376/swdatkdwn1wframes62tc4.th.gif)
Obviously more tweaks are in order...
Anybody?
Yes, I can redo the last two frame so that it will fill the hit area.Crush wrote:1. I think you could do this with fewer animation frames. The 3 middle frames are quite redundand.
2. Remember the area the swing has to fill the sword hit area of the attack as described on http://wiki.themanaworld.org/index.php/Weapons (remember that this is a gameplay decision and not an aesthetic decision - the graphics have to visualize the gameplay and not vice versa)
3. I don't think that it is a good idea to make the attack two-handed. When the character uses a weapon without a shield with a one handed swing it looks OK, but when the character carries a shield and a weapon and performs a two-handed swing it would look quite stupid.
1. Agreed. The timing of the frames could use some work too.Crush wrote:1. I think you could do this with fewer animation frames. The 3 middle frames are quite redundand.
2. Remember the area the swing has to fill the sword hit area of the attack as described on http://wiki.themanaworld.org/index.php/Weapons (remember that this is a gameplay decision and not an aesthetic decision - the graphics have to visualize the gameplay and not vice versa)
3. I don't think that it is a good idea to make the attack two-handed. When the character uses a weapon without a shield with a one handed swing it looks OK, but when the character carries a shield and a weapon and performs a two-handed swing it would look quite stupid.
Yes, I deliberately make the timing this slow so that you folks can see each frame. The first 3 frame isn't redundand though, the main focus is the animation of foot work before a strike (well, the first one is the battle pose). The last two frame would be the execution of the strike, which I am going to redo to fit the hit area if two-handed attack animation is still wanted.Pauan wrote:1. Agreed. The timing of the frames could use some work too.Crush wrote:1. I think you could do this with fewer animation frames. The 3 middle frames are quite redundand.
2. Remember the area the swing has to fill the sword hit area of the attack as described on http://wiki.themanaworld.org/index.php/Weapons (remember that this is a gameplay decision and not an aesthetic decision - the graphics have to visualize the gameplay and not vice versa)
3. I don't think that it is a good idea to make the attack two-handed. When the character uses a weapon without a shield with a one handed swing it looks OK, but when the character carries a shield and a weapon and performs a two-handed swing it would look quite stupid.![]()
I was also thinking that it would look nice with a club or AxeAxlTrozz wrote:I think is perfect animation for a melee weapon, like a Club, Baton or an Axe.
I guess thats why a lot of games treat equipment as an abstractCrush wrote:I am against different animations for one-handed and two-handed weapons because we have to keep the number of total frames of the playerset as low as possible.
Every frame we add means an exponential increase of effort for creating equipment graphics. This means that every additional animation will directly reduces the number of equipments we will have and thus have a negative impact on variety, individuality and last but not least gameplay.
That's why I think that we should try to get by with 3 animations, one for stabbing, one for swinging and one for archery.
I'm sure that'll work great for axes and staffs.Crush wrote:I am against different animations for one-handed and two-handed weapons because we have to keep the number of total frames of the playerset as low as possible.
Every frame we add means an exponential increase of effort for creating equipment graphics. This means that every additional animation will directly reduces the number of equipments we will have and thus have a negative impact on variety, individuality and last but not least gameplay.
That's why I think that we should try to get by with 3 animations, one for stabbing, one for swinging and one for archery.
This animation looks like the character is hacking its weapon into the enemy and pullling it out again.Saphy wrote: