Author Topic: Varying animations based on distance to opponent  (Read 3026 times)

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Offline Gurgumul

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Varying animations based on distance to opponent
« on: March 10, 2016, 08:55:52 pm »
+5
Although I'm pretty sure it would be very difficult to implement in M:BG, or any other game, it would be really cool to have different animations and weapon speed, damage and other stats based on distance to the opponent. For example up close your character would bend his arm to cut the opponent with the most of his sword's edge, but far away he would stretch his arm out to at least reach the opponent with the sword's tip.

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Offline Jona

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Re: Varying animations based on distance to opponent
« Reply #1 on: March 10, 2016, 08:59:51 pm »
+2
Would be really neat from a realism standpoint, but unfortunately it would detract from gameplay too much, imo. It'd be near impossible to properly judge a swing's reach.
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Offline Varadin

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Re: Varying animations based on distance to opponent
« Reply #2 on: March 10, 2016, 09:47:01 pm »
0
it would be an autism fight when ppl would hug each other
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Offline Rico

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Re: Varying animations based on distance to opponent
« Reply #3 on: March 10, 2016, 09:47:20 pm »
+2
that facial expression alone calls for area of effect damage
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Offline Gaz.Spencer

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Re: Varying animations based on distance to opponent
« Reply #4 on: March 10, 2016, 09:59:10 pm »
0
They should add facial expressions. Would look hilarious when you fight people. although as a purchasable DLC  :D

Offline Leshma

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Re: Varying animations based on distance to opponent
« Reply #5 on: March 10, 2016, 10:20:15 pm »
+1
Best animation is no animation:


Offline Golem

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Re: Varying animations based on distance to opponent
« Reply #6 on: March 10, 2016, 10:44:07 pm »
0
Damn, that's some pro illustrations, you got there, friend.

Anyway, if they just made some attack longer and some short, that's enough and much easier to implement. Also not dumbed down like your suggestion, would be super easy, if you didn't have to judge distance.
This is about being straight out retarded. Children see in slow motion like owls.

Offline Gaz.Spencer

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Re: Varying animations based on distance to opponent
« Reply #7 on: March 11, 2016, 02:21:38 am »
-1
So some stances could have further reach, but less speed, for example.

Offline Nickleback

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Re: Varying animations based on distance to opponent
« Reply #8 on: March 11, 2016, 04:47:29 pm »
-1
Very good idea gurgumul but Jona is right it would be very hard to play to gauge the distance before every attack

Offline Nickleback

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Re: Varying animations based on distance to opponent
« Reply #9 on: March 11, 2016, 04:48:01 pm »
-1
nevertheless if there were such thing it would be very unique and original

Offline Nickleback

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Re: Varying animations based on distance to opponent
« Reply #10 on: March 11, 2016, 04:48:51 pm »
-1
I mean if they could do such a thing

Offline Nickleback

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Re: Varying animations based on distance to opponent
« Reply #11 on: March 11, 2016, 04:49:52 pm »
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Nice drawings by the way the face in the middle looks like someone i know.

Offline Ikarus

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Re: Varying animations based on distance to opponent
« Reply #12 on: March 11, 2016, 05:07:49 pm »
0
great drawings but that´d be a lot of work to implement and gameplaywise a tricky thing
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Offline Golem

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Re: Varying animations based on distance to opponent
« Reply #13 on: March 11, 2016, 05:08:32 pm »
0
Good thing you post so many, I can downvote all of them!
This is about being straight out retarded. Children see in slow motion like owls.

Offline Nickleback

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Re: Varying animations based on distance to opponent
« Reply #14 on: March 11, 2016, 05:58:12 pm »
0
Do u really think i care about ur downvote?Well,I don't.But i would like to learn where is face of the golem in your picture.Are those 2 shiny holes are nose,or tooth?,or perhaps the eyes enlighten me