Noaani wrote: » oophus wrote: » BobzUrUncle wrote: » You expect final quality animations from a game in development before the main Alpha testing? No, it's the opposite. I don't want to see completed VFX and animations while the timing for combat isn't finalized. The animators time is way better spent building building-blocks that they tweak rapidly while testing. Once the timing and feel is correct, they do a overhaul and finalize animation. I was unaware you were an experienced MMO lead developer. I mean, having experience in that role is the only way you can make this statement.
oophus wrote: » BobzUrUncle wrote: » You expect final quality animations from a game in development before the main Alpha testing? No, it's the opposite. I don't want to see completed VFX and animations while the timing for combat isn't finalized. The animators time is way better spent building building-blocks that they tweak rapidly while testing. Once the timing and feel is correct, they do a overhaul and finalize animation.
BobzUrUncle wrote: » You expect final quality animations from a game in development before the main Alpha testing?
Adaegus Wintermight wrote: » Untrue. You don't need to be some project lead to notice some glaring flaws in production.
Adaegus Wintermight wrote: » Noaani wrote: » oophus wrote: » BobzUrUncle wrote: » You expect final quality animations from a game in development before the main Alpha testing? No, it's the opposite. I don't want to see completed VFX and animations while the timing for combat isn't finalized. The animators time is way better spent building building-blocks that they tweak rapidly while testing. Once the timing and feel is correct, they do a overhaul and finalize animation. I was unaware you were an experienced MMO lead developer. I mean, having experience in that role is the only way you can make this statement. Untrue. You don't need to be some project lead to notice some glaring flaws in production. Making flashy animations isn't super important for pre-alpha combat mechanics. The time would indeed be better spent on something like world design or another static thing that takes time but is unlikely to change drastically before release. Once combat is tested and fine tuned then looking at pretty animations would be a good idea. Otherwise you're just going to replace all your hard work.
Noaani wrote: » Adaegus Wintermight wrote: » Untrue. You don't need to be some project lead to notice some glaring flaws in production. As a project lead, yes you do.
Wandering Mist wrote: » Adaegus Wintermight wrote: » Noaani wrote: » oophus wrote: » BobzUrUncle wrote: » You expect final quality animations from a game in development before the main Alpha testing? No, it's the opposite. I don't want to see completed VFX and animations while the timing for combat isn't finalized. The animators time is way better spent building building-blocks that they tweak rapidly while testing. Once the timing and feel is correct, they do a overhaul and finalize animation. I was unaware you were an experienced MMO lead developer. I mean, having experience in that role is the only way you can make this statement. Untrue. You don't need to be some project lead to notice some glaring flaws in production. Making flashy animations isn't super important for pre-alpha combat mechanics. The time would indeed be better spent on something like world design or another static thing that takes time but is unlikely to change drastically before release. Once combat is tested and fine tuned then looking at pretty animations would be a good idea. Otherwise you're just going to replace all your hard work. That would be true if games development was done entirely linearly and only one aspect is worked on at a time. Fortunately for us, that isn't the case. Also, on the topic of animations and combat timing, the timing is entirely dependent on the animations, they go hand in hand. In order to fine-tune the combat timing you need animations to see what timing works and what doesn't.
Adaegus Wintermight wrote: » Noaani wrote: » Adaegus Wintermight wrote: » Untrue. You don't need to be some project lead to notice some glaring flaws in production. As a project lead, yes you do. I think you may be missing the point. I believe op was just saying "best not to jump the gun and finish up animations on placeholder combat". I really don't think it goes deeper than that.
oophus wrote: » Noaani wrote: » oophus wrote: » BobzUrUncle wrote: » You expect final quality animations from a game in development before the main Alpha testing? No, it's the opposite. I don't want to see completed VFX and animations while the timing for combat isn't finalized. The animators time is way better spent building building-blocks that they tweak rapidly while testing. Once the timing and feel is correct, they do a overhaul and finalize animation. I was unaware you were an experienced MMO lead developer. I mean, having experience in that role is the only way you can make this statement. I work as a 3D generalist, and I dabble in the same line of work. The Devs will understand what I'm speaking about and a lot of this is directed at them while input can be added on by whoever is in here and wants to speak out within the same topic. Do you feel the Fireball effect and animation is where it should be? Do you like animation-locking if a combat system can drop that if necessary?
Ravudha wrote: » oophus wrote: » After a while they've got hundereds of these building blocks of animations, where a ton of them will end up having the same first and last frame. That means they can build hundereds of different animations only through the game engine it self for different type of effects and abilities later without having to wait for animators to build one and one new animation for each iteration of testing. Well they've been making these reusable 'building blocks' to streamline the creation of textures, materials, models/skeletons, and environments, so you'd think they're already doing it with animations as well.
oophus wrote: » After a while they've got hundereds of these building blocks of animations, where a ton of them will end up having the same first and last frame. That means they can build hundereds of different animations only through the game engine it self for different type of effects and abilities later without having to wait for animators to build one and one new animation for each iteration of testing.
oophus wrote: » combat feels "clunky", slow and to be honest, boring
Wandering Mist wrote: » Hmmmm. Holding a button to increase the damage of an ability at the cost of movement isn't something often seen in an mmorpg. In fact, I can't think of a single game that has a mechanic like that. The closest I can think of is ESO where you do a short button press for the weapon light attack and a long press for the heavy attack, but that doesn't apply to abilities. Not sure how I'd feel about a mechanic like that for every spell. At the very least it would be quite a learning curve to get the timing down so use the right "level" of spell that you are aiming for.
oophus wrote: » Old system: New system:
Wandering Mist wrote: » That would be true if games development was done entirely linearly and only one aspect is worked on at a time. Fortunately for us, that isn't the case. Also, on the topic of animations and combat timing, the timing is entirely dependent on the animations, they go hand in hand. In order to fine-tune the combat timing you need animations to see what timing works and what doesn't.
Noaani wrote: » I'll comment on this when the game is in late beta. I don't for a second believe you work in anything at all to do with 3D. If you were indeed in that industry, you would know to not comment on a project that is 3+ years from release.
Noaani wrote: » oophus wrote: » Old system: New system: Neither of these terms are appropriate to apply to the situation. It would be better off if they were labeled as "pre-alpha system", and "system I would like to see without knowing anything at all in terms of details as to what the develoeprs want for their combat system, yet I have an opinion on it anyway". Alter the labels to that, and I'd have no problems.
daveywavey wrote: » oophus wrote: » combat feels "clunky", slow and to be honest, boring Well, thanks for stopping by. Have fun in whatever other game you end up playing. Byeee!
Nagash wrote: » Last I said this I was linched but here we go. IT'S PRE ALPHA
oophus wrote: » I'm talking about how the entire system should be implemented and developed, plus streamlined.
Noaani wrote: » oophus wrote: » I'm talking about how the entire system should be implemented and developed, plus streamlined. No, what you are doing is telling people that know what they are doing, how to do the thing that they know how to do.
The people making this game have shipped MMO's before. Even if you work in 3D, which I still doubt, you have not shipped an MMO. As such, they know exponentially more than you do about what they are doing.
Again, you seem to be forgetting that they are 3+ years away from relase. The animations they have in place now are place holders in almost all cases. They don't have the full combat systems under the animations even fully detailed yet, let alone implemented.
oophus wrote: » No, as I've said before. I don't. The time to adjust how to implement and produce animations is now!