FPS Animation Tests (Extremely WIP)
Added 2023-05-22 18:39:51 +0000 UTCHi!
There's currently going on initial tests on how to approach the possible FPS-animations in the future. This video clip is just a rough placeholder but there's already been some progress of designing this animation workflow.
The animations are actually pretty complex topic since there's multiple sub-systems (like attachment system) and features that have to work parallel with them. My goal is to find this "sweet spot" between procedural and keyframe animations in the future and I will hire help for manual weapon animations since these are something that I can't manage in terms of development time and they would slow down the development speed if I would do them.
So I just wanted to share this quickly that some progress is made but this is still really work-in-progress topic for Road to Vostok.
- Antti (Developer)
Comments
I'm actually planning to iterate on multiple different versions of the animation styles for these weapons. One will be hybrid approach (keyframe + procedural), one will be the just manual detailed keyframe and one will be pretty exotic which includes automation and physics :) This topic is super important for the whole project since the animations are massive time sink and there should be some kind of middle road indie approach in order to keep the production tempo.
Road to Vostok
2023-05-30 00:40:19 +0000 UTCLow key, the current reload animations are nostalgic reminds of the old fps Ghost Recons. I know most probably wouldnt like it but Id be fine if they were left the way they are.
Michael Jones
2023-05-30 00:35:57 +0000 UTCThe placeholder animation itself looks pretty solid, keep up the great work!
CruisingLlama
2023-05-25 04:24:46 +0000 UTCI like the look so far. Gun looks like it has weight to it.
M1XED_BAG
2023-05-22 18:58:39 +0000 UTCEven the placeholder example already feels solid! Escape From Tarkov, while rich in high quality animations, I think suffers a little bit from a “slowness” in some of their animations that feels out of place for the situations the player gets into. In my experience it can prove frustrating when you’re trying to quickly do something (like reloading) in the middle of a firefight and you watch your character just execute the action in a slow and relaxed manner. I know it’s not even going to be a thing for a while, but my one wishlist suggestion for animations is to try to avoid that “sluggish” feeling that some tactical shooters fall into. Obviously I don’t want Call of Duty handling speeds, but I think some games focus too hard on making every action excessively slow and deliberate in the pursuit of realism. That’s my personal pre-feedback regarding animations 😅 I’m sure I’ll be really happy with the final product no matter what, I just wanted to voice this opinion. Good stuff as always!
Fonzi
2023-05-22 18:56:36 +0000 UTCeven for a place holder animation this looks way better then others i've seen keep up the good work and i really mean that this project is good work the way you're managing it looks to be working very well :)
The Casual Perfectionist
2023-05-22 18:51:53 +0000 UTC