Good battle animations help set the pacing of the battle so you're constantly darting your eyes around points of importance, they should be communicative and consistent so they always inform the player correctly, and they should feel rewarding to use. welp BTW i wanna present a counterargument to "battle animations are unimportant" I've seen more than a few good rpg makers whose battles were ruined by poor animations - still playable and fun but the use of default or underwhelming animations took much of the fun and excitement away in the battle system. I really dont get why in 2018 no rpg maker has additive flashing. By making it flash back and forth like that it looks like something from the SNES which works hand in hand with the rest of the stuff. By default rm2k (or any rpg maker really)'s flashes are pretty bad, because they just add a flat color with opacity on top then smoothly fade out. One thing to mention about Ranmasters as well is the good use of flashing. But atm I just want an excuse to showcase Ranmaster more. I could probably write an essay on how it all works in the context of video game animations and why they can be interesting to focus on. Again it's all about the principle of anticipation and timing. Where I think they really take on the examples set forth by fighting games in order to electrify the RPG strategy that's really going on. One of my fav commercial examples is XenoGears. And presenting that as smooth as possible. But I prefer to look at it as the art of an RPG character attacking the enemy. It's hard to talk about Battle Animations on their own since they could allude to either particle effects or how well mocapped the fighting stances are etc. I kind of enjoy the creativity and use of prerendered 3D here. Not so much the animation but rather the presentation of them. It's all likely done through pictures and CBS programming so there's not even really an editor to go by here. This blew my mind then and is still pretty nice. Still holds up to this day, the smoothness of how the character dashes across the screen and the limit break-like animation is so great. When you have timing like that, there's more impact to even the most simplest of moves. (and if the project gets bigger I'll find funding for it so everyone working with the project would get paid) I'm transforming a game project that I started with RPG Maker to Unity, and I just generally asking tips and ideas how to do it well.Īnd if someone gets interested (and has time) to help me out with the project, I'd be more than happy to get help.Strictly talking about RPGmaker here: What's great about Ranmasters animations is they have a lot of "wait" to them, there's a pacing to the animations that makes it feel closer to an official game for some reason. The game is very big in storywise, and it has many familiar jrpg features, but some completely own aspects. Like I need a character generator that would create NPCs for the game (I need MANY of them, already in demo/first episode of the game would need about 17 different characters + a chicken :D) The reason I'm transforming it to Unity is mostly because I wanted access good cinematic experience, like all the camerawork (close ups for emotional moments, more visual cutscenes and so on.)Īnd I chose to try out the ORK because I would've needed an editor within editor anyway, especially for the rpg-system and battle-modes.Įven now there's two more editors I would surely need in the future so that the actual game making would be easier and faster and I could focus more on the actual content. If you've used RPG Maker VX Ace, that kind of generator that is built-in, but with 3D models. Second editor would be some kind of map editor like in RPG Maker but again in 3D.īut first I'll make a small prototype about different features that are planned (like "combat" system, and skill/ability-system, and "questing"-system) those systems have " ", because they're the ones that are bit different, you'll maybe understand If you play the demo.įor now I'm looking just tips, ideas and suggestions. When you say 'generator', do you mean some kind of script assembly that's going to randomize and generate some prefabs for you based off of asset parts you already have, or do you mean you just need a big old pile of modular NPC pieces and preferably something to also put them together for you? And if you have any questions about the game, please feel free to ask. If you have an artist on board already (or you're artistically inclined yourself), you can easily create tons of different NPCs by having them create a small selection of models and rigs, and then just swapping out texture parts and the occasional little accessory item back in Unity.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |