Home  | Login  | Register  | Help  | Play 

=AQ3D= Design Notes September 23th, 2015 - Round 3! Combat Animations

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> =AQ3D= Design Notes September 23th, 2015 - Round 3! Combat Animations
Forum Login
Message << Older Topic   Newer Topic >>
9/23/2015 21:10:45   
Azan
Member

quote:


Artix Krieger
Paladin


Round 3! Combat Animations
By Artix Krieger on Wednesday, September 23, 2015



ROUND 3! FIGHT... animations!

Korin has been hard at work animating, re-animating, and re-re-animating AdventureQuest 3D's upcoming new class skill animations. We do a lot of iteration we when make things... especially combat! That is... we build it, play with it, tweak it, play with it more. Then we release it for you to check out. Then based on your feedback, we keep making it better.

We have four classes releasing when BETA goes live.

- Warrior
- Mage
- Rogue
- Guardian

We wanted them to be as unique and interesting as possible. Like DragonFable, we made the Mage's default attack a ranged magic spell that matches the element of the weapon you are holding. It is pretty fun. The warrior's basic attack chooses randomly from a pool of epic swings. We added whirling attacks, and spin kicks, and have been working on new casting animations. Honestly, AdventureQuest 3D probably should have been named "DragonFable 3D" considering how much the characters, animations, and general feel has been derived from it. If you are a fan of DragonFable, the Warrior's jump attack will fill you with a nostolgic glee.

I have vowed in the future to write shorter design notes posts... but until then, we should dig into a meaty topic worth our time.

"Martial Arts" and "Anime style" explosiveness

Our attacks are 1 second long. Yup. ONE SECOND. In my experience the difference between an attack that feels great and one this is not... is best demonstrated in amazingly animated battle anime. Notably, they do not show the swing. You see the wind up... the WOOOSH! ... a instantly you are looking at the moment after the swing... almost frozen in place just long enough to digest what had happened. That is, you never actually see the swing. It is an art. The motion trail tells most of the story of what had happened, along with the crunch meaty thwack sound FX.

When I was testing for my 3rd Degree Black Belt we spent an incredible amount of effort mastering this for our forms. The term our Master used was explosive energy. We would breath in along with a powerful yet graceful gesture as we prepared to strike... then "BAM!!!!" If we executed it properly, you never saw the punch or kick at all. You just saw a fully extended technique... with the sleeves and leggings rustling with force like you shot a cannon our of your uniform. There was also that loud snap sound your uniform made. I love that sound.

When we animated the warrior the second time, we stood in front of Korin and made the motions and he animated them like we moved. The strikes were rigid... which made sense, because that is how I look when I fight. More like a samurai than a berserker. Dage said to truly capture the intensity we needed to add an additional level of aggressiveness and just enough over-exageration to make the moves pop. Korin just sent me the files a little bit ago. Oh yeah... it feels really good. REALLY GOOD.

In the next major Alpha Test these animations will go live-- cannot wait for your feedback. It really feels like we are improving rapidly-- not just at making 3D stuff, but at working as a cohesive and creative team.

Also coming...

I worked with Rolith & Miko today on 3D Character pages. check back tomorrow for more on this.


Tagged! ~Gingkage

< Message edited by Gingkage -- 9/23/2015 21:12:35 >
Post #: 1
9/24/2015 11:34:55   
LyRein
Member

Artix is so outdated right now. Has he seen any of the new Seinen/Dark Fantasy anime? Actually, even Berserk (90's) had realistic-ish combat scenes.

On topic..

Honestly, I don't really care about looks or animations when they are the main focus.
If my game has classes with only 4 skills each, limitations and little variety it ruins everything for me, regardless of animation.

Quality > Quantity

Tasty Food > Tasty Food Display
Well-written book > Well-drawn book

Same with gaming, i'm sure many people would agree that combat should be focused on first rather than the animations.


< Message edited by LyRein -- 9/24/2015 11:36:32 >
Post #: 2
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> =AQ3D= Design Notes September 23th, 2015 - Round 3! Combat Animations
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition