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ux-app | 2 years ago
Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.
jordanthoms|2 years ago
lukeholder|2 years ago
mitthrowaway2|2 years ago
You could instead have the button downpress "charge up" energy and then begin the jump when the button press ends, which would allow for more realism, but also introduce a delay.
ux-app|2 years ago
yes absolutely, you can't have both realism and snappy response times.
viraptor|2 years ago
thomastjeffery|2 years ago
They could alter the animation such that feet don't slide across the ground and keep responsive movement. The result would be a worse quality animation, because the movement of the legs would not appear to be pushing the rest of the body around. Instead, it would look more like the feet are following the rest of the body retroactively, while holding onto the ground.
A good example of this is Factorio's spidertron. When the spidertron moves, the legs follow with a walking motion that perfectly tracks the ground below. In this case, it's a great-looking tradeoff, probably because there are so many legs, and not much animation done to the body itself.
fennecfoxy|2 years ago
darzu|2 years ago
[0] https://youtu.be/LNidsMesxSE?si=W7xnQfXt5ulfHklR
ordinaryradical|2 years ago
larschdk|2 years ago
It appears much more believable to me than the character pathing demo, where the character moonwalks 1/2 the time. The entire pedal structure is extremely stiff compared to how humans move (feet, thigh and torso can all turn nearly 90 degrees, but they hardly turn at all in the demo). The other demos are better, but their bodies still appear stiff, like they are suffering from hernia.
iamcreasy|2 years ago
I do too, but also think it greatly depends on the game. For example, Hollow Knight designed to have snappy response to player input from the start and I loved it. In RDR2, I find the floaty behaviour adds another layer of realism.
formerly_proven|2 years ago
In GTA V characters have two different animation modes, the realistic one based on Euphoria when using the third-person camera and the "do what the darned keys are saying right now" when using first-person. Always seemed like a sensible compromise to me, though first-person movement is particularly snappy and direct, more so than pretty much any other FPS, which typically still have some inertia.
fennecfoxy|2 years ago
I think the real issue is the difference between moving the entire character as an object, with the walking animation being supplementary to that vs the walking animation being central to the character whose object moves because of the animation.
But for a game like this, arcadey instant direction change type movement doesn't really seem warranted either.
henriquecm8|2 years ago