cRPG

Melee: Battlegrounds => General => Topic started by: Gurgumul on March 10, 2016, 08:55:52 pm

Title: Varying animations based on distance to opponent
Post by: Gurgumul on March 10, 2016, 08:55:52 pm
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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Title: Re: Varying animations based on distance to opponent
Post by: Jona on March 10, 2016, 08:59:51 pm
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.
Title: Re: Varying animations based on distance to opponent
Post by: Varadin on March 10, 2016, 09:47:01 pm
it would be an autism fight when ppl would hug each other
Title: Re: Varying animations based on distance to opponent
Post by: Rico on March 10, 2016, 09:47:20 pm
that facial expression alone calls for area of effect damage
Title: Re: Varying animations based on distance to opponent
Post by: Gaz.Spencer on March 10, 2016, 09:59:10 pm
They should add facial expressions. Would look hilarious when you fight people. although as a purchasable DLC  :D
Title: Re: Varying animations based on distance to opponent
Post by: Leshma on March 10, 2016, 10:20:15 pm
Best animation is no animation:

Title: Re: Varying animations based on distance to opponent
Post by: Golem on March 10, 2016, 10:44:07 pm
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.
Title: Re: Varying animations based on distance to opponent
Post by: Gaz.Spencer on March 11, 2016, 02:21:38 am
So some stances could have further reach, but less speed, for example.
Title: Re: Varying animations based on distance to opponent
Post by: Nickleback on March 11, 2016, 04:47:29 pm
Very good idea gurgumul but Jona is right it would be very hard to play to gauge the distance before every attack
Title: Re: Varying animations based on distance to opponent
Post by: Nickleback on March 11, 2016, 04:48:01 pm
nevertheless if there were such thing it would be very unique and original
Title: Re: Varying animations based on distance to opponent
Post by: Nickleback on March 11, 2016, 04:48:51 pm
I mean if they could do such a thing
Title: Re: Varying animations based on distance to opponent
Post by: Nickleback on March 11, 2016, 04:49:52 pm
Nice drawings by the way the face in the middle looks like someone i know.
Title: Re: Varying animations based on distance to opponent
Post by: Ikarus on March 11, 2016, 05:07:49 pm
great drawings but that´d be a lot of work to implement and gameplaywise a tricky thing
Title: Re: Varying animations based on distance to opponent
Post by: Golem on March 11, 2016, 05:08:32 pm
Good thing you post so many, I can downvote all of them!
Title: Re: Varying animations based on distance to opponent
Post by: Nickleback on March 11, 2016, 05:58:12 pm
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
Title: Re: Varying animations based on distance to opponent
Post by: Golem on March 11, 2016, 07:03:01 pm
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

Those holes are eyes, the hole in its  forehead is a gem socket.
Title: Re: Varying animations based on distance to opponent
Post by: Nickleback on March 11, 2016, 07:24:46 pm
i see it now, his face looks like shit.
Title: Re: Varying animations based on distance to opponent
Post by: Golem on March 11, 2016, 08:24:13 pm
i see it now, his face looks like shit.

actually he's made of clay fyi
Title: Re: Varying animations based on distance to opponent
Post by: Gaz.Spencer on March 12, 2016, 10:30:52 am
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

He was down voting me cause he hates me.