Robert Jarzebina
Guest
I feel strong Sanitarium vibe
Looks like Inxile's take on Septera Core using PoE "engine". Not bad, but not great either.
Make it work! Also Georgie better be the one driving!
Yes, in retrospect it's amazing we don't have a version of this with the "Torment Triumvirate". Problem is, it's more of a Quadrumvirate now with George Ziets.
We need an inXile Roguey-equivalent
Yes, in retrospect it's amazing we don't have a version of this with the "Torment Triumvirate". Problem is, it's more of a Quadrumvirate now with George Ziets.
Yeah, I thought the same thing.Looks like Inxile's take on Septera Core using PoE "engine". Not bad, but not great either.
Compared to PST characters are very small
We need an inXile Roguey-equivalent
Still better than POE's though.The gameplay looked good and the environments seem much more dynamic than PoE.
But that voiceover is cringe worthy.
Hi everyone,
Now that the video is out I feel like I should assure you that much of what is in the video is work in progress.
The underlying technology for the animation system has undergone a lot of overhaul past few months and I am still working on bringing it all together.
Now, for all my animation fans lets break the vid down a bit.
For the purpose of pacing in the video, editing occurred that if your watching the animation it affected speed and cut off or sped up transitions.
Cloaks physics are not working in the video.
The swimming is actually very cool in game when moving your guys around, you barely saw anything here.
The next shot of the PC stopping, Im not sure what happened here looks like a bug.
The generic walk animation is not playing smoothly on the npcs, that will improve.
The shot of the guy transitioning into the water, transition into the water looks good right?, however in here you also see some old mostly broken movement of the companions. I am currently working on a follow system for the companions.
OK now the combat...
This is very early stuff and was highly affected by editing.
Im not sure how well the video demonstrates this but Im trying to do something a bit different with the animations.
Combat is very similar in many respects to wasteland in terms of flow from my perspective.
What I have done to try and give this a different look is basically give everything a facing direction
For example:
When executing an attack the attack animation has the rotation of facing your target built in so you turn to face your target and attack all in one motion. This allows me to add some variety to the attacks as an attack to the left is different than to the right or behind. Damages also follow this rule as well as deaths, so if your attacked from behind or killed the reaction is directional. Damages or hit reactions also have the victim turn to face the attacker.
Its a technique that admittedly adds a ton of complexity and increases the difficulty of mechanical construction of the animations.
The timing and use of connecting transitions is something that is missing in combat which makes it feel abrupt visually too, but we still have to balance for gameplay I dont want anyone being annoyed by the animation timing.
Thanks for all the support people,
Josh
I don't really know Septerra Core so...
only butthurt troll fags
Does look pretty cool. I don't think I've heard it mentioned as something we're taking cues from, but I can see the natural comparison, both top-down 2D games that mix the technological and wondrous.Well, the gameplay was somewhat meh, but 2D art was pretty good in that game, worth checking out