Greetings, glorious testers!
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Do you still feel the movement is a little stiff?
Arrowheade
Member, Settler, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
The previous Warrior Greatsword demo video had the same feel, and was still a bit stiff in movement and combat.
In the latest archer demo video, we can see that the archer is a little stiff in jumping and moving, although it feels much better than the warrior.
I hope to continue to improve the action mechanism and look forward to the arrival of Alpha 2.
(Off topic, when will the Alpha 2 be announced, I can't wait.)
have a nice day everyone.
In the latest archer demo video, we can see that the archer is a little stiff in jumping and moving, although it feels much better than the warrior.
I hope to continue to improve the action mechanism and look forward to the arrival of Alpha 2.
(Off topic, when will the Alpha 2 be announced, I can't wait.)
have a nice day everyone.
1
Comments
Look at the Monster Hunter series for a great example of transitional/contextual animation. In those games, whether you're turning 180 degrees during a sprint, running down a steep hill, or slowing to a stop from a run, there's a unique animation for it that blends smoothly with all the others. Pretty much every common locomotive scenario is covered.
There are other less traditional methods of making things look smooth, like the dynamically-blended mocap stuff you see in some AAA titles like For Honor or any modern Rockstar game, but I don't know much about those, and it doesn't seem to be the direction Ashes is going anyway.
I animate professionally and know full well how insanely complicated this is to pull off, so I don't blame them for not having super polished state machines right out the gate, but I hope it's something they continue to iterate on and improve.
What I would say to Intrepid is "you got it". Of course, there will be balancing and general moaning going forward. But you got it down. The Sword, Duel Daggers, Long/Short Bow (and I'm guessing the Wand as that was pretty stable) are all looking good, fun abilities, nice speed etc. Now that you have this, run with it. Start packing out the abilities which can then lead to final iterations, optimisation and polish.
I half expect that they'll work on that last, once they've settled 100% on a direction for the character concepts and models. Probably every race will have some measure of distinct animations in walking and jumping and the like.
Until those transition animations are in their final form, movement will feel odd.
I know steven is busy, very busy, but it would be nice if he spent more time practicing the game a bit so we can fully engage with the experience instead of, "Lul sorry guys i havent tried this yet and havent played an mmo in years. teehee i have godmode on." Its good fun, I just wish it was driven better on the game side.
And as solmyr said above it could have to do with transition animations but idk anything about those to comment on that.