Something to take into account is, how will it look like if something is equipped or are we just going to hide it for the time being for reasons of simplicity in animation work.
Something like, but not directly equal to:


This is what is to be added? Completely or just for CR1?meway wrote:Did that last night in irc oh yea sorry for whoever caught the brief of that.
1.) Two hand swing attack
2.) Attack animation for weapons which have a long stick in them
3.) prep magic
We're going to have a full playerset for CR1. Don't really care what other projects use it: this is GPL after all.John P wrote:This is what is to be added? Completely or just for CR1?
Just to clarify, is there an absolute (complete) list of animations that the player set will have?
Could you be more specific?Rotonen wrote: We're going to have a full playerset for CR1.
meway wrote:Could you be more specific?Rotonen wrote: We're going to have a full playerset for CR1.
From this very same thread, one page back. I never got a good response from anyone to that scheme so I'm assuming we're going to implement that fully and then see if I forgot anything critical.Rotonen wrote:No block animation for weapons? Seems rather unnecessary.
Do we need or even want run?
Dodge animations can be recycled from phases of other animations if necessary. Otherwise you just move the sprite around a bit without new sprite shapes required. The same should go for getting hit animations.
Shield block effects can be done with a shield particle effect to save frames.
Special attacks should also rely on gimmicks (particle effects, frame recycling, moving the sprite) to fool the eye, not on actual base sprite animation.
Stun, push and others should also rely on frame recycling. That is if we even will need stuff like push. This would IMO fall into specials anyway.
So, to summarize a bit:
Stand
Walk
Sit
Dead
Run (necessary?)
Dagger attack
One hand swing attack with shield potential
Two hand swing attack
Attack animation for weapons which have a long stick in them
Bow
Crossbow/gun (necessary?)
Prepare magic
Cast magic (1 frame?)
Everything else I see as doable via gimmicks which do not drive our equipment artists insane. Minimalism is a really good goal here.
If I missed something or if you oppose anything, let me know. We need to sort this out.
These are all the ones that are really neededmeway wrote: 1.) Two hand swing attack
2.) Attack animation for weapons which have a long stick in them
3.) prep magic