Out of a specific gaming mode. Temporarily. To save on whining.Ultimatum479 wrote:Taking throws out of Oni entirely would be _such_ a lame solution. v_V
Oni-modding freedom is limited. Suggestions totally welcome
Correct me if I'm wrong, but I'm 99% sure that Lugaru 1 did not contain any procedural animation. It was all hand-animated by David, correct? So it would make sense if Lugaru 1's animation didn't look as fluid as Oni's which was developed by a large developer studio.geyser wrote: Procedural animation VS canned anims. Oni has 500+ anims per character and a flawless movement scheme.
I simply haven't seen a game where basic movements are as fluid and natural-looking as in Oni. That includes L1.
As for combat moves, there are dozens per character. Yes, they're canned, but they look predictably good.
Procedural animation looks very nice. Sometimes. Like ragdolling. And sometimes it looks random. Or worse.
For the sake of the argument, let's say I've never seen it look "worse" in L1. But, not very nice, either.
I'm not saying very nice reversals didn't happen to me. I just couldn't identify them as such
The problem is that things happen so fast that I hardly have the time to appreciate the animation.
I face an enemy, I click... and the next thing I know he's flying across the screen. WTH happened?
Zaphon wrote:Quite a bit of new Lugaru 2 information in this topic. [borat]Very niice![/borat]
Seems that if it goes as planned, it'll be even more awesome than previously assumed. (If that is even possible)
I don't think I'd like "Oni-like melee" in Lugaru 2.
I'm not sure where you're (geyser) coming from when you claim
Lugaru's context-sensitive combat to be "less immersive", to me it's really intense and a lot of fun.
If you play for a little while to get properly into the game, and you learn all the cool stuff you can do,
I think you'd enjoy it a bit more.
But uh, if you don't like it then I guess... you don't like it.
It's strange to me though. ;p
I think this was directed at Zaphon, I get mixed with him a lot.geyser wrote:EDIT:
@ Zantalos: Thinking of how Oni 2 would/should look and feel, I dreamt up a gameplay philosophy very similar to Lugaru's before I became aware of David's project.
I was very excited to find an implementation of the kind of thing I had in mind. And then I was disappointed to find that it worked out differently from what I expected.
That's not the end of the story, though. The reason why I came here is that I'm still very much interested in whatever Lugaru (2) has to offer, gameplay-wise. Honest.
Yeah, the problem with regular old rag doll physics is that they look really plain without some kind of neat momentum or collision. Like when you run out of blood in Lugaru your guy just goes limp to the floor and you don't really know what's happening the first time it does that. But in Lugaru 2 all the animations are going to be physics based, so instead of just going limp you might hold your stab wound while you fall to the ground. It's going to look as good as a hand drawn animation (because it will be hand drawn) but it will move and fall like rag doll character would.geyser wrote:Procedural animation VS canned anims. Oni has 500+ anims per character and a flawless movement scheme.
I simply haven't seen a game where basic movements are as fluid and natural-looking as in Oni. That includes L1.
As for combat moves, there are dozens per character. Yes, they're canned, but they look predictably good.
Procedural animation looks very nice. Sometimes. Like ragdolling. And sometimes it looks random. Or worse.
For the sake of the argument, let's say I've never seen it look "worse" in L1. But, not very nice, either.
I'm not saying very nice reversals didn't happen to me. I just couldn't identify them as such
The problem is that things happen so fast that I hardly have the time to appreciate the animation.
I face an enemy, I click... and the next thing I know he's flying across the screen. WTH happened?
@ U479: Don't bother recording something new if there is something already showcased on YT that makes your point.
If you mean two ragdolls colliding in midair, then no, I probably haven't encountered such situations. Show me (please).
My general grudge against ragdolling is that ragdolling characters tend to look like rag dolls, not characters
Looked around on YouTube and couldn't find any examples...I think I have an idea on how to record a movie of this without lagging things up ridiculously, so I'll try to make and record it on the weekend. Prepare for a vid that simultaneously displays how stupidly broken throws are in Oni, the glitches of non-physics-based combat for the attacker, and the glitches of non-physics-based combat for the defender. Ever heard of Backbreaker Spam?geyser wrote:@ U479: Don't bother recording something new if there is something already showcased on YT that makes your point.