Character Animations: Flesh Out

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NiveusCornix
 
Posts: 12
Joined: 23 Mar 2014, 03:24

Character Animations: Flesh Out

Post by NiveusCornix » 25 Mar 2014, 23:20

I've had much experience with playing games that don't seem quite right. Where it feels a bit off. Where all the ideas and actions are amazing yet there's always one thing off putting. That thing is character animation, and the gravity or weight attached to that character. I'm almost positive everyone's experienced this in their gaming careers. They could all tell me this game just doesn't feel right, fluid, or comfortable. This is a vital feature to the game that if accomplished incorrectly could brand the game in a fashion that describes it as careless, or rushed. Being able to feel the weight of my character as it moves, seeing its legs drag in correspondence to its arms. All joints moving as they respectfully would; as any human body should. This is my only suggestion/idea for LiF. That is for the character animations to improve. As well as the fluidity of movements, and gravity of motions to occur comfortable. I understand the word Alpha to its fullest extent. That LiF is an Alpha game atm or rather Pre-Alpha. But this idea can be applied even if the game is in Beta or at its full release. Hence why i address this suggestion as early as possible. Fleshing out the character is crucial for immersion and just about every other feature involving the game.
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Proximo
Alpha Tester
 
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Joined: 31 Dec 2013, 01:22
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Re: Character Animations: Flesh Out

Post by Proximo » 26 Mar 2014, 02:24

The animations are quite good already. When time permits far down the line in development I have no doubt the team would perfect aspects like this.


Siegbert
Alpha Tester
 
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Location: Germany

Re: Character Animations: Flesh Out

Post by Siegbert » 26 Mar 2014, 06:39

I fully agree. Animations are usually among the last things that will be polished during beta so I think it's okay we're having placeholder animations until then.

As for now the don't look that bad either.


Venciera
Alpha Tester
 
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Location: The Town

Re: Character Animations: Flesh Out

Post by Venciera » 26 Mar 2014, 07:22

The animations, while not AAA quality, are fine for what they are. They could be much worse.


Siegbert
Alpha Tester
 
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Location: Germany

Re: Character Animations: Flesh Out

Post by Siegbert » 26 Mar 2014, 09:21

Venciera wrote:The animations, while not AAA quality, are fine for what they are. They could be much worse.


No they're not. For example arms stay stiff when you bend forward. There is hardly any blending between animations.

Sure, they could be worse. But they could be better.
Animations are not considerably hard to do. You just need to take your time to bring them to perfection and have others look and comment on them.

Again, fine for now. But somewhere in the beta phase there'd need to be improvements.


NiveusCornix
 
Posts: 12
Joined: 23 Mar 2014, 03:24

Re: Character Animations: Flesh Out

Post by NiveusCornix » 26 Mar 2014, 10:49

I understand what you are all saying, this has re-assured me a bit. I agree with Siegbert on the lines that the current animations look nothing near AAA. They do need much work and hopefully the developers see this post and recognize that its something that definitely needs attention at least by beta.
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Flannery
Alpha Tester
 
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Joined: 05 Feb 2014, 08:25
Location: Norway

Re: Character Animations: Flesh Out

Post by Flannery » 26 Mar 2014, 11:40

NiveusCornix wrote:I understand what you are all saying, this has re-assured me a bit. I agree with Siegbert on the lines that the current animations look nothing near AAA. They do need much work and hopefully the developers see this post and recognize that its something that definitely needs attention at least by beta.


+1

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Added » 26 Mar 2014, 12:41

Proximo wrote:The animations are quite good already. When time permits far down the line in development I have no doubt the team would perfect aspects like this.


+1

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