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Post by CastleDan on Jul 2, 2015 12:52:12 GMT -6
I figured on this board we can use it in terms of inspiration to the dev team. We have a lot of threads about features we'd like to see, we have a lot of threads about RPG elements and castle design...
So then I thought what other aspects could we all discuss and maybe give the team ideas. I thought animation is a pretty good thing to discuss as it's a hugely important aspect of IGAVANIA games.
So what animation's do you think are essential or at least things you'd like for them to try and capture? Try to post examples on this page.
For me personally I have some examples in the form of SOTN. I always thought his run animation where he pulls his cape close to him when he changes directions was remarkable. It makes the character seem more real. I also loved how if a huge enemy hits him he'd fly across the screen and push off the wall with his feet to rebalance himself.
Set forth ( post clips of the above examples I named or examples of other games in this series or other series)
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ChucklesTheJester
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Post by ChucklesTheJester on Jul 2, 2015 13:25:16 GMT -6
That's one of the reasons I want Gebel to be playable. I think he could have some FANTASTIC animations in the style of Alucard, with the cape, and different looking equipable capes as well. It wouldn't have to be just different textures either. The fact that it's 3D means they wouldn't have to redraw everything.
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JeffCross
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Post by JeffCross on Jul 2, 2015 14:16:01 GMT -6
I want different animations for special weapons and/or weapon combinations
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kdfukuyama
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Post by kdfukuyama on Jul 2, 2015 14:28:09 GMT -6
Great ideas! Let´s see...
when Miriam: - reaches a wall, instead of her body touching it, she reacts touching with the palm of her hand. - is close to a hot, cold, poisonous environment or even spikes, she reacts accordingly.
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JeffCross
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Post by JeffCross on Jul 2, 2015 14:59:04 GMT -6
the tired animation... there should be three stages: 1) healthy normal - breathing (visible breath in cold) 2) health less then half - breathing heavy 3) health critical - holding chest or side slumping over... struggling to stay upright
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Motoko
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Post by Motoko on Jul 2, 2015 15:02:46 GMT -6
Great ideas! Let´s see... when Miriam: - reaches a wall, instead of her body touching it, she reacts touching with the palm of her hand. - is close to a hot, cold, poisonous environment or even spikes, she reacts accordingly. Awesome idea!
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Post by CastleDan on Jul 2, 2015 16:35:14 GMT -6
it's a delicate process because you dont want the game to be too different from his previous igavania games so i worry about too many animations that make the character seem less 2d like.
I definitely would like a lot of animations for the different weapons she uses. I want to actually care when i get a new weapon so when things change up on you it makes things exciting. The double jump that was hinted at in the concept art looks great and i hope they do that animation justice. I love how the wings pop out of the feet. I wanna have that feeling when miriam is moving that you feel like it's majestic and flowing. It doesn't look herky jerky at all.....every movement should feel natural and try to look cool.
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Post by CastleDan on Jul 2, 2015 16:38:03 GMT -6
What about when she gets hit? I personally loved how when Alucard got hit he would sometimes spin back. I hope they come up with a cool reaction to getting hit by enemies and not just a small kickback with a blinking character.
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Arcueid Brunestud
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Post by Arcueid Brunestud on Jul 2, 2015 17:54:35 GMT -6
What about when she gets hit? I personally loved how when Alucard got hit he would sometimes spin back. I hope they come up with a cool reaction to getting hit by enemies and not just a small kickback with a blinking character. Going along with that thought, what do you think it will look like when Miriam dies? Will she fade into nothing like Alucard? Or just fall dead? Explode into crystals, or turn into a crystal?
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gunlord500
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Post by gunlord500 on Jul 2, 2015 18:01:54 GMT -6
I could see her exploding into crystals. The thing is, though, in SoTN there were different death animations depending on if you were killed normally, by fire, or by ice. That was a nice touch, I hope they keep that
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Post by Leon on Jul 2, 2015 18:03:50 GMT -6
I can see her gradually being possessed by the crystals if it's linked to her health, and when it reaches zero she lets herself get completely taken over in agony before becoming an even more powerful version of Gebel. ... And then you play as Johannes and try to save her?
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Post by kdfukuyama on Jul 2, 2015 18:21:18 GMT -6
I could see her exploding into crystals. The thing is, though, in SoTN there were different death animations depending on if you were killed normally, by fire, or by ice. That was a nice touch, I hope they keep that Maybe different horrible ways to die, like Isaac in all Dead Spaces or Lara Croft in Tomb Raider (2013)? It makes me play as best as possible to not let him/her die... ...too gore?
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Post by Arcueid Brunestud on Jul 2, 2015 18:22:27 GMT -6
I could see her exploding into crystals. The thing is, though, in SoTN there were different death animations depending on if you were killed normally, by fire, or by ice. That was a nice touch, I hope they keep that Maybe different horrible ways to die, like Isaac in all Dead Spaces or Lara Croft in Tomb Raider (2013)? It makes me play as best as possible to not let him/her die... ...too gore? ...That wouldn't be good, I'd end up wanting to see them all.
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Post by Leon on Jul 2, 2015 18:23:49 GMT -6
I was about to say the same...
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Post by H on Jul 2, 2015 18:42:50 GMT -6
It'd be nice to have a few variety idle animations to make it feel that much more alive. Maybe one where Miriam plays around with a wine glass, one where she just starts looking around her surroundings, and maybe one where she plays around with alchemy or small magic tricks.
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gunlord500
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Post by gunlord500 on Jul 2, 2015 18:43:51 GMT -6
I could see her exploding into crystals. The thing is, though, in SoTN there were different death animations depending on if you were killed normally, by fire, or by ice. That was a nice touch, I hope they keep that Maybe different horrible ways to die, like Isaac in all Dead Spaces or Lara Croft in Tomb Raider (2013)? It makes me play as best as possible to not let him/her die... ...too gore? Yeah, I think this game will be T rated at most, right? That's what all the other Igavania games were like.
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kdfukuyama
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Post by kdfukuyama on Jul 2, 2015 18:52:48 GMT -6
Maybe different horrible ways to die, like Isaac in all Dead Spaces or Lara Croft in Tomb Raider (2013)? It makes me play as best as possible to not let him/her die... ...too gore? Yeah, I think this game will be T rated at most, right? That's what all the other Igavania games were like. Indeed, so for the standard death, I choose her exploding into tiny stained glass crystals killing all the enemies in the screen.
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Post by CastleDan on Jul 2, 2015 18:57:09 GMT -6
What about when she gets hit? I personally loved how when Alucard got hit he would sometimes spin back. I hope they come up with a cool reaction to getting hit by enemies and not just a small kickback with a blinking character. Going along with that thought, what do you think it will look like when Miriam dies? Will she fade into nothing like Alucard? Or just fall dead? Explode into crystals, or turn into a crystal? I had a really cool idea that her character model turns into stained glass then shatters on the ground when she falls.
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Post by CastleDan on Jul 2, 2015 19:01:55 GMT -6
Keep this up everyone. Loving the animation talk. I too would like different death animations depending on what is killing her.
So lets sum up some ideas.
1. A majestic run animation especially when changing directions 2. Great jumping animation 3. An animation like when Alucard gets hit by a strong enemy and gets thrown across the screen into a wall. 4. Death animations were she maybe turned into stain glass and shatters 5. Elemental death animations too. 6. Idle animations ..playing with alchemy ..etc
-----keepem comin'
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Post by kdfukuyama on Jul 2, 2015 19:17:15 GMT -6
It'd be nice to have a few variety idle animations to make it feel that much more alive. Maybe one where Miriam plays around with a wine glass, one where she just starts looking around her surroundings, and maybe one where she plays around with alchemy or small magic tricks. I love idle animations! Especially when there is more than one type of animation to enjoy. Actually, the concept art of Miriam sitting on a soul-like chair is not a reference to an idle animation?
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