MysticSpirit
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I think there's an answer in your question.
I'm asking will there be 8 static directions kinda like metroid or will she be able to fire at all/most angles like an actual archer would need.
From the video posted earlier in the thread, I think it's 8 static directions?
I think there's an answer in your question - will we be doing a ridiculous [360 or even 180 frames of animation] * [number of frames in a bow shot] just so you can aim with an analog stick, for a game that is playable with the keyboard in which aiming with an analog stick would make basically no difference most of the time?
What about Batman's new walk animation?
So how would you do more than 8 directions outside of the analog stick?I asked cause the 45 degree angles she's shooting at just seem weird to use for a bow and arrow since the arrows look like they are gonna use a parabolic arc and fly pretty far. With an angle like that and the distance they can go the camera is gonna have to pull back pretty far to see where they are landing. So more shallow angles would be nice. I knew when I asked that 360° with a frame for each degree would be too much. But more than 8 directions is the answer I was hoping for.
Tldr: I was fishing for things I'd like :p
Or...just not see where they land until you reach that spot?I asked cause the 45 degree angles she's shooting at just seem weird to use for a bow and arrow since the arrows look like they are gonna use a parabolic arc and fly pretty far. With an angle like that and the distance they can go the camera is gonna have to pull back pretty far to see where they are landing.
So right now the bow and arrow looks like it works like this.
Why is it terrible? You still use the same buttons to get those 45° angles but now you have options.
Because you have to look at this from a number of angles: sure it's more options but are they necessarily good? What would be added by trying to add more angles? Is it for puzzles? Or is it for enemies? Then you have to ask why is that better than just repositioning yourself? And this would mean that it'd only be good while standing, yeah? Put yourself in the developers chair and ask yourself if it'd be worth implementing something like this instead of just sticking with '8' directions. (I put things in quotes as it's only going on the belief that at least one of the player states will let you shoot in all 8 directions)
And this isn't even getting into the programming and whether you have to put in exceptions for jumping or crouching if you're not supposed to do 'fine' aiming then or even the additional artwork required.
Tl;Dr version: you say you like the idea but from a design perspective do the pros of adding it outweigh the cons from an outside perspective?
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This is not always true, or even the majority of the time. :^P If you have to shoot into a gap you have one valid angle.
Uncharged shots are affected by gravity, charged shots currently are not.
No, you most certainly do not "have to do the work anyway". To fix tweening we'd do one smear frame of "going to UF from below it" and one "going to UF from above it", which adds 2 frames per each of the (5, because backward is flipped) directions. This is NOT the same as animating a 15 frame shot for all 180/120/90/60 intervening directions.
I disagree with this statement, because it's only even easy to USE with an analog stick, which is 1/3 of the possible control methods. It's actually more difficult with keyboard/D-pad.
Depends how long you keep this up, eh? :^)
*looks at cheesedragon's team. Looks at my team* 1v1 no assists... let's do this.
Man, Bletchly Park had most legit scene. Those guys could just crack you open and read you like a book.
Hey, Mike could probably do that right now using those soft velocity arrows.
Wait, I thought he loved me!