Hello, I've been working as an animator on Aralon for some time now, and we would like it if anyone with concerns about the animations in the new hands-on video, could be a little more specific on which of the animations we should edit/fix, and what you think would make them look better. If you are not sure what the different animations are called, pointing to a specific time in the video will be just fine As an example i can take a concern i have myself: When the character is fighting, he is tucked in way too defensively, almost like he is sitting, and i believe that he should stand up more, which would mean changing the entire ready pose as well as all the attack animations to fit that new ready pose. Also, if you don't like the way that the character enters and exits an animation, IE going from idle into a run cycle in a matter of milliseconds, without any speed up time. Feel free to voice your opinion about this as well, and we will try to fix it, maybe add some run to stand, or stand to run transitional animations if we have to. Keep in mind that we have a limited budget to work with, and even though we would love to have Assassins Creed quality animations in the game, we lack the manpower, the time, and the mo cap studio to make it so, but we will do our best!
IMO those people are animations trolls, if you can, look at real life movement and transfer it to the game yeah and horse needs these turning animations as discussed earlier
Agreed, other than the fighting stance being a bit too crouched and the horse turning I think you guys have done a great job.
Josh said that the horse turning thing was messed up and should be easily fixable, so I guess it will be smooth. The only things that bothered me in the video were the running animation (I hope they make it a bit more lifelike*) and the fishing (it looked boring, I doubt that I'll be doing it very much). But otherwise this looks very good and I really hope they get it to work on the 2nd gen. devices (I remember reading that they'll try). *EDIT: But I do think it seems to be improved since the trailer. Is this true or do I just remember wrong?
That's beside the point, if the fishing in game is boring I'd rather just go fishing in real life. the fishing should be rewarding and exciting enough to actually make you want to play it. Also know that you mention it, I thought the animations for the fishing, particularly the way the line moved, were kinda wonky.
Looking good. I'm still yet to be impressed with the actual touch screen controls on similar games, but if they can nail them then I'm in.
What would be awesome: Allowing an iPhone to be used as a controller and auxiliary display for the game playing on an iPad.
The controls are as good as what you find in the better action games on the platform. If those didn't impress you, this one will not either.
How do you make fishing exciting? Lol. I thought it played through just fine. Not every moment in the game needs to be action packed. It's good to have some calm moments where you can just enjoy the surroundings and do something simple. The fishing line animation was a bit weird. It looked like it went behind him instead of in the water.
Josh, the only critiques I have with the trailer were these: The fishing line during the casting, seemed to travel behind the character, instead of back and outward into the water. There also seems to be no transition from standing and running. At least, maybe have a moment of walking should appear in between. Like standing still, walk a few steps and then becomes a full sprint. I see that the torch casts light effects. I loved that. I did see that you mentioned shadows casting from the trees. They (shadows) didn't seem to affect the lighting on your character. I'm not saying every branch shadow should reflect on your character; however, if you go under a shaded area, have that reflect lighting wise on your character. Also, do characters and buildings cast shadows? If so, maybe darken the shadows a tad. Is there a way to make the armor and swords/shields more metallic? In a way that would have maybe vibrant metallic touches, like that reflective appearance when light hits the surface of metallic things. This was possible on the n64. Example: the golden gun... I'm not saying entire armor be all metal, but maybe little touches or a special sword... Here's how the metal could look...(n64 could do it) watch at 52 seconds onward http://www.google.com/url?sa=t&source=video&cd=1&ved=0CDgQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D30IcRSxJ-X0&rct=j&q=metal%20Mario%20mod%20n64&ei=llTfTM3pCIT6swOq6vmECw&usg=AFQjCNF_etAuPntS0N5I5BrBjwwx6od0Mw Those are my few suggestions.
Hi, just because you asked, my biggest complaint with the gameplay video was that walking/running looked odd. Legs didn't move naturally, and they seemed to take take steps too quickly. Since walking/running is obviously one of the important animations, it would be nice to put some more time into. Otherwise, everything looks great and I can't wait for the game! Just keep in mind that you'll want to submit it around two or three weeks before Christmas to get it submitted before the holiday, otherwise the massiveness of the game along with the holiday breaks employees get could push the launch date into the last week of December or January.