Animation for our creatures

Animation for our creatures

Postby hwoarangmy » 23 Apr 2016, 18:58

This post is to gather and discuss all wanted animations for our fighter creatures. The idea will be to list the animations we use ingame, tell what they are for, give some hints about how they will be used (looped, position, specific things, ...). This will be the first step for a new page in the wiki ^^

So far, we currently use:
Attack1(needed)
Played when a creature attacks something (another creature, some trap, ...)
Played once
Max lenght depends on creature warmup in the config file (0.7 seconds per turn)

Idle(needed)
Played when a creature has nothing to do and is waiting for something. Idle animation is displayed after most other animations played once are finished until another animation is displayed.
Played looped

Walk(needed)
Played when a creature moves within the dungeon
Played looped

Flee(option)
Played when a creature moves while it is weak and there are enemies around. It should show the creature is panicking/hurt and running for its life.
Played looped

Die(needed)
Played when a creature dies (or is KO). The creature will stay in the last position of the animation until it disappears or it is carried somewhere
Played once
No maximum lenght

Sleep(option)
Played when a creature reaches its bed, after that it can just stay in the same position as the animation ended; "Z" particles coming from it would be nice (and some snoring)
Note that the creature is expected to be on the ground. If it is not the case, for example a bat whose bed would be a tree, the animation should handle the position.
Played once
No maximum lenght

That's all for the animations we currently use
Last edited by hwoarangmy on 02 May 2016, 20:01, edited 3 times in total.
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Re: Animation for our creatures

Postby hwoarangmy » 23 Apr 2016, 19:03

Some propositions for new animations:
TortureFire: Played looped when a creature is being tortured on the burning floor.
TortureElectChair: Played looped when a creature is being tortured on the electric chair.
TortureCage: Played looped when a creature is being tortured on the cage.
SleepStart: Played once on transition when a creature reaches its bed until it starts playing Sleep. The previous animation will be Walk (or maybe Flee)
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Re: Animation for our creatures

Postby Loobinex » 23 Apr 2016, 23:28

I would like to propose:

Run
Played when a creature wants to go somewhere quickly, like on payday or when he sees an enemy.

Eat
Played when a creature eats food.

Cheer
Played whenever a creature is happy, like when training to a new level, the player wins the game or the creature gets gold.

Flinch
Played when a creature gets hit by a powerful blow/spell/trap or slapped by the player.

Dangle
Played when the player is holding the creature in the hand.

Cast Spell
Played when the creatures casts a non-projectile spell, like heal, speed-self or something like 'curse enemy'. Creature must look like it is drawing power from within itself before it is released by for example suddenly raising both arms.
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Re: Animation for our creatures

Postby Danimal » 24 Apr 2016, 21:26

Im pretty interested in this topic since its capital for any future model. Ideally we want to have varied animations without going overkill; hwoarangmy, i think you have learned the pain that is animating sio lets keep it as simple as we can. So after reading your sugestions i propose these ones: (warning, extreme copy&paste ahead!)

Attack
Played when a creature attacks something, once i wanted to have two that were played at ramdon, but one is pretty fine, no need for more.
Played once

Idle
Played when a creature has nothing to do and is waiting for something. Idle animation is displayed after most other animations played once are finished until another animation is displayed.
Played looped

Walk
Played when a creature moves within the dungeon
Played looped

Flee/RUN
Creature runs, doenst matter if its running away, charging to battle or trying to get payment. Just one universal run animation.
Played looped

Die
Played when a creature dies
Played once

TortureFire: Played looped when a creature is being tortured on the burning floor. OR just call HURT exposed ahead.
TortureElectChair: Played looped when a creature is being tortured on the electric chair.
TortureCage: Played looped when a creature is being tortured on the cage.

Sleep: Played once when a creature reaches its bed, after that it can just stay in the same position as the animation ended; "Z" particles coming from it would be nice (and some snoring)

Cheer
Played whenever a creature is happy, like when training to a new level, the player wins the game or the creature gets gold.

Flinch OR HURT
Played when a creature gets hit by a powerful blow/spell/trap or slapped by the player.

DANCE
Looped, could be used on a new casino spot (dance floor), at casino jackpot (if integrated) or some other silly event. Adds lot of flavour

SAD
Looped, for creatures who are very angry (they will stop doing whatever they are and dedicate a few seconds just to play this aimation), captured on prison or the dungeon heart is destroyed.

OVERKILL:
Dangle (not useful at all),
cast spell (could be nice but normal attack can do)
eat (not really needed, lots of chicken related problems)

Its just a WHOLE lots, good thing is with the new rig i solved all the attack, run, walk and idle from all bipedal humanoids. Thats almost half of the proposed animations, but the weapon size issue remains, its the tradeoff of using that preanimated rig...
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Re: Animation for our creatures

Postby Loobinex » 24 Apr 2016, 22:47

Do you really need both Dance AND Cheer? Wouldn't it be more effective to loop cheer on a casino jackpot?

Having a different animation for buff/debuff spells as for attacks actually is useful information for the player. It adds some flavor as well since it breaks down some of the monotony of having all creatures just do one animation the entire time during battle. Both attack and cast spell would be often used animations.
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Re: Animation for our creatures

Postby hwoarangmy » 26 Apr 2016, 08:39

Danimal {l Wrote}:OVERKILL:
Dangle (not useful at all),
cast spell (could be nice but normal attack can do)
eat (not really needed, lots of chicken related problems)
Note that here, the goal is to list every animation we might need. They don't have to be all implemented, there will be fallbacks. For my part, I think Dangle and cast spell (or maybe use skill) are nice to have.
Concerning eat, it's a bit harder as it would require to attach the chicken if the animation is present but we might have to go there at some point.
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Re: Animation for our creatures

Postby hwoarangmy » 02 May 2016, 20:01

Added the animation max lenght for animations played once
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