Pages: [1] 2 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |

Aighun
Zumari Force Projection Caldari State
888
 |
Posted - 2014.06.08 14:40:00 -
[1] - Quote
In case any of the CCP devs in attendance at GDC this year missed it
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
The sections on movement, especially where the two mesh balls form the foundation of how a character moves over and interacts with the terrain are relevant.
Legion must have a better system for movement over terrain built into the game from the beginning. Not saying that CCP needs to develop their own procedural animation system from scratch.
But movement over terrain and through the environment must be smooth and responsive. And it must be built on a system that will not add excessive work for map and level designers and animators every time something new is added to the game. |

Your Absolut End
Escrow Removal and Acquisition Dirt Nap Squad.
574
 |
Posted - 2014.06.08 18:46:00 -
[2] - Quote
They should keep in mind that diferent suits will be able to move different. A heavy shouldnt be able to move like a scout through terrain.
Movement in games is definately important, love the whole movement design in titanfall :)
|
|

CCP Wolfman
C C P C C P Alliance
2992

 |
Posted - 2014.06.09 10:01:00 -
[3] - Quote
yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! |
|

Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4366
 |
Posted - 2014.06.09 10:16:00 -
[4] - Quote
Needs more Pssssssssshhhh |

Monkey MAC
Rough Riders..
2878
 |
Posted - 2014.06.09 10:39:00 -
[5] - Quote
The movement needs to flow and feel fluid, yet still give the player the control. Conservation of momentum should be a big thing, even as a heavy. If your traversing large swathes of terrain it's important you don'tfeel impeeded by it!
Fences need to be vaulted in a single deft movement. Shoulder High walls should be climable by scouts. Even vehicles should be vaultable.
It needs to feel like everything you do in the locomotion system is towards keeping you moving forward.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
|

Your Absolut End
Escrow Removal and Acquisition Dirt Nap Squad.
578
 |
Posted - 2014.06.09 11:58:00 -
[6] - Quote
Himiko Kuronaga wrote:Needs more Pssssssssshhhh
*silently walks away*
|

Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
493
 |
Posted - 2014.06.09 12:03:00 -
[7] - Quote
CCP Wolfman wrote:yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! Have you tried Crysis 3? The multiplayer has extremely fluid movement. The game never, ever, stops you at random obstacles. Navigation is completely effortless.
You really should take some clues from that, even if you likely don't want to have similar speeds for players. (Which I personally consider a shame) |

Shion Typhon
Intara Direct Action Caldari State
667
 |
Posted - 2014.06.09 13:39:00 -
[8] - Quote
Mass Effect 3 was also pretty good. Once you got good you could flow between slipping into cover and parkour across the terrain pretty effortlessly. |

Lorhak Gannarsein
Legio DXIV
3433
 |
Posted - 2014.06.09 14:42:00 -
[9] - Quote
CCP Wolfman wrote:yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! As an Amarr suit wearer, I approve.
BlowoutForCPM
|

Hawk-eye Occultus
ARKOMBlNE
224
 |
Posted - 2014.06.09 15:44:00 -
[10] - Quote
Lorhak Gannarsein wrote:CCP Wolfman wrote:yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! As an Amarr suit wearer, I approve.
Indeed, my sentential can't get over a small pipe that rises above the ground as much as a small pebble.
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
|
|

ANON Cerberus
Tiny Toons
818
 |
Posted - 2014.06.09 18:23:00 -
[11] - Quote
CCP Wolfman wrote:yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach!
This so much Wolfman. It is very VERY reassuring to hear that you understand our plight with fences, hills , rocks, steps and other small inanimate objects. |

Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
257
 |
Posted - 2014.06.10 07:46:00 -
[12] - Quote
Your Absolut End wrote:They should keep in mind that diferent suits will be able to move different. A heavy shouldnt be able to move like a scout through terrain.
Movement in games is definately important, love the whole movement design in titanfall :) A heavy should be able to step up 10 inches which he can't in dust. Heavy's have to kill themselves many times because we can't jump one foot in the air. We also get stuck in the steel gridwork that lays on the ground.And also were the two slopes of ground come together on many maps. If you keep the movement the same you must have exits handicap ramps so our poor heavy's get out of the mess we spawn in. |
|

CCP Wolfman
C C P C C P Alliance
3016

 |
Posted - 2014.06.10 09:34:00 -
[13] - Quote
The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it. |
|

Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
499
 |
Posted - 2014.06.10 09:44:00 -
[14] - Quote
CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it. I hope the vault exceeds jumps. Stuff like grabbing ledges and pulling yourself up as a scout, while heavies can only use vault to get other smaller obstacles that they can't outright jump over. In both cases, you wouldn't be able to actually scale the terrain with just a jump, though the scout would have no trouble with jumping over an obstacle that a heavy needs to vault over. |

Godin Thekiller
shadows of 514
2560
 |
Posted - 2014.06.10 09:51:00 -
[15] - Quote
Sole Fenychs wrote:CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it. I hope the vault exceeds jumps. Stuff like grabbing ledges and pulling yourself up as a scout, while heavies can only use vault to get other smaller obstacles that they can't outright jump over. In both cases, you wouldn't be able to actually scale the terrain with just a jump, though the scout would have no trouble with jumping over an obstacle that a heavy needs to vault over.
Being able to parkour would help the scout be a scout though 
click me
Blup Blub Bloop. Translation: Die -_-
|

SponkSponkSponk
The Southern Legion Final Resolution.
870
 |
Posted - 2014.06.10 10:07:00 -
[16] - Quote
CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it.
I'm not sure about that; the whole point is to allow mobility that plain jumping cannot achieve, at the expense of control and ability to change your mind.
Perhaps heavies just vault a lot slower, which locks them into a vault animation for a crucial extra second?
Dust/Eve transfers
|

Godin Thekiller
shadows of 514
2561
 |
Posted - 2014.06.10 11:05:00 -
[17] - Quote
This could even bring in a whole assortment of modules and equipment. Grappling hook anyone?
click me
Blup Blub Bloop. Translation: Die -_-
|

Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
499
 |
Posted - 2014.06.10 11:26:00 -
[18] - Quote
Godin Thekiller wrote:This could even bring in a whole assortment of modules and equipment. Grappling hook anyone? I personally prefer jetpacks. High-powered ones that increase your scan profile and stealthy ones that have less power. And myofibrills that also increase jump height. That module should increase all muscle-related activities.
The new engine and mouse controls should allow scouts to be much faster without breaking the game. |

Godin Thekiller
shadows of 514
2562
 |
Posted - 2014.06.10 11:59:00 -
[19] - Quote
Sole Fenychs wrote:Godin Thekiller wrote:This could even bring in a whole assortment of modules and equipment. Grappling hook anyone? I personally prefer jetpacks. High-powered ones that increase your scan profile and stealthy ones that have less power. And myofibrills that also increase jump height. That module should increase all muscle-related activities. The new engine and mouse controls should allow scouts to be much faster without breaking the game.
1: flying will get you spotted.
2: climbing a wall (especially if they allow for cloaks to be used while climbing said wall, and no, cloaking while using a jetpack would be OP) is far more discreet.
Learn to Ninja.
click me
Blup Blub Bloop. Translation: Die -_-
|

Apothecary Za'ki
Biomass Positive
35
 |
Posted - 2014.06.10 12:25:00 -
[20] - Quote
CCP Wolfman wrote:yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! heavys and ankle high barriors!
Nanite Injectors! Nanite Injectors Everywhere!
Minmatar Logibro in training. Rusty needles anyone?
|
|

Grimmiers
585
 |
Posted - 2014.06.10 13:56:00 -
[21] - Quote
Godin Thekiller wrote:Sole Fenychs wrote:CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it. I hope the vault exceeds jumps. Stuff like grabbing ledges and pulling yourself up as a scout, while heavies can only use vault to get other smaller obstacles that they can't outright jump over. In both cases, you wouldn't be able to actually scale the terrain with just a jump, though the scout would have no trouble with jumping over an obstacle that a heavy needs to vault over. Being able to parkour would help the scout be a scout though 
Wall running and jumping make it happen!! And and and sliding down the side of a building with a nova knife!!! AAAh
|

Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
500
 |
Posted - 2014.06.10 14:23:00 -
[22] - Quote
Grimmiers wrote:Godin Thekiller wrote:Sole Fenychs wrote:CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it. I hope the vault exceeds jumps. Stuff like grabbing ledges and pulling yourself up as a scout, while heavies can only use vault to get other smaller obstacles that they can't outright jump over. In both cases, you wouldn't be able to actually scale the terrain with just a jump, though the scout would have no trouble with jumping over an obstacle that a heavy needs to vault over. Being able to parkour would help the scout be a scout though  Wall running and jumping make it happen!! And and and sliding down the side of a building with a nova knife!!! AAAh Momentum-based speed gain like Titanfall? You could recycle Brink's idea.
And then you allow all frames to fit all weapons. Only heavies can walk while wielding and shooting heavy weapons and can't be run over by LAVs and other small vehicles (Instead, it's the vehicle that takes some damage). You could do so much by adding intensive agility mechanics, to really differentiate the weight classes and make them feel entirely different. It would make the gameplay of the weight classes so different that you'd have to re-learn the game for each role. Which fits right into the mentality of a learning cliff. |

Aeon Amadi
Edimmu Warfighters Gallente Federation
6030
 |
Posted - 2014.06.10 16:35:00 -
[23] - Quote
CCP Wolfman wrote:The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heavy would get less help than a scout. We'll have to wait and see once we start to work on it.
While you're at it, some way to scale vertical obstacles is absolutely necessary (not even joking about this).
I don't really care if it's a grappling hook, reverse inertia dampeners, jetpacks, what-have you (though a throwable 'man cannon' equipment would make for some crazy interesting tactical play). We just need something to help players get to higher areas instead of being forced into choke-points or utilizing a drop ship.
This is the future man!!!
Useful Links
Aeon Amadi for CPM1
|

CJ Martino
The dyst0pian Corporation Zero-Day
0
 |
Posted - 2014.06.10 22:18:00 -
[24] - Quote
I think it would be cool if you were running and had the possibility of tripping or stumbling. But I'd rather have the ability to knock other people (scouts) over when they get too close or push people off buildings. |
|

CCP Wolfman
C C P C C P Alliance
3019

 |
Posted - 2014.06.11 01:58:00 -
[25] - Quote
Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) |
|

Godin Thekiller
shadows of 514
2570
 |
Posted - 2014.06.11 02:07:00 -
[26] - Quote
CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-)
Obviously we want you to fix the basic movement first. That's a given. But we can't really discuss how to unless we are talking coding and stuffz, and that's boring.
click me
Blup Blub Bloop. Translation: Die -_-
|
|

CCP Wolfman
C C P C C P Alliance
3020

 |
Posted - 2014.06.11 02:40:00 -
[27] - Quote
Godin Thekiller wrote:CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) Obviously we want you to fix the basic movement first. That's a given. But we can't really discuss how to unless we are talking coding and stuffz, and that's boring.
There are a few people here who might disagree with you on that  |
|

Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1108
 |
Posted - 2014.06.11 03:45:00 -
[28] - Quote
CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-)
Not sure if it falls under the movement category but have you guys looked adding movement / animations for getting in and out of vehicles? Not just the infamous LAV teleport but dismounts from HAVs and DS as well.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|

Godin Thekiller
shadows of 514
2571
 |
Posted - 2014.06.11 03:47:00 -
[29] - Quote
Jaysyn Larrisen wrote:CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) Not sure if it falls under the movement category but have you guys looked adding movement / animations for getting in and out of vehicles? Not just the infamous LAV teleport but dismounts from HAVs and DS as well.
you can't dismount from inside of a pod. Also, not really. It'd be good to have those though.
click me
Blup Blub Bloop. Translation: Die -_-
|

Godin Thekiller
shadows of 514
2571
 |
Posted - 2014.06.11 03:48:00 -
[30] - Quote
CCP Wolfman wrote:Godin Thekiller wrote:CCP Wolfman wrote:Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) Obviously we want you to fix the basic movement first. That's a given. But we can't really discuss how to unless we are talking coding and stuffz, and that's boring. There are a few people here who might disagree with you on that 
I'd like to see those people, and no, devs don't count 
click me
Blup Blub Bloop. Translation: Die -_-
|
|
|
|
|
Pages: [1] 2 3 4 :: one page |
First page | Previous page | Next page | Last page |