22nd November 2016 – Status Report:
Today I would like to share with you a short video that demonstrates some of the new player character features. We still have a lot to do to make all transitions work perfectly and we are also in the process of refining the animations. There are a couple of interesting things in the video however. I would like to describe them for you in more detail.
First of all you will notice new camera and movement. The animations have been polished so they feel more natural and fluent. The camera system has been redone and now we finally are able to adjust the camera to our needs. The version you see is still WIP and we are constantly working on it. But in short, new camera options allow us to adjust camera per stance or even per animation if needed.
One of the most visible changes in the character movement is the possibility to interrupt almost any animation. This gives players greater control over the character. We have talked about this in previous status reports a few times already but it is a really big change compared to the old system.
The way character look around is also different. Now we have the ability to use poses for look at things or aiming. By creating aim-spaces we are able to adjust character poses properly to certain angles which gives us perfect control over how the animations look in the game.
Gestures, actions and other animations now are divided in two groups. Some are full body animations and some are upper body or other body part animations. This had to be done to allow movement while eating, drinking, greeting and many other situations. It’s important however that all of them are interruptible as you can see in the video, with the LYING DOWN gesture. Most of these actions are made of three parts – IN, LOOP and OUT. We play IN animation at the beginning, then the character starts doing actions like chopping trees, and when players release the mouse button, OUT is activated.
Hopefully you enjoyed this small video preview. I am pretty sure we will put together some more. For the next couple of weeks we will be focused on implementing animations for weapons, new combat and of course, continue improving the player character.
– Viktor Kostik / Lead Animator