Animations and Pattern Recognition


Pathfinder Online

Goblin Squad Member

So, I was watching GBTV, and they were doing a story on Wildstar and efforts to increase complexity in NPC fights. It got me thinking.

Something I would like to see GW work on is a sort of animation algorithim that takes a set of animations for each type of mob; specifically what needs to happen is that each type of action needs more than one animation - 3+ depending on power and number of actual attacks on a mob.

After that, what you can do it make each mob unique by randomizing those animation sequences between mobs (not necessiarily between each action - thought that might work for multi stage bosses). In either case, by selec tively controlling the animation sequence, you help to preserve one of the entertaining aspects of combat - Pattern Recognition.

Also, depending on various action speeds, this could be extrapolated to PC's. Imagine taking skills that increase the randomization of your skill animations, making your tells harder to predict.

Thoughts?

Scarab Sages Goblin Squad Member

Bluff vs Sense Motive is already the role of a Feint, and while we will not have the d20 skills in the game, I am positive something like feint will already be in effect. For most melee combat, there is really much need for visual clues as there won't be a cast time on combat maneuvers, and if you are in range of their sword then you are in range of anything tricky they may do with the sword.

Spellcasting should have something in place for Spellcraft to let you know what spell someone is casting by watching what gestures they are making, what components they are using, and what words they say. For example, when Harry Dresden says Fuego it is a big clue that you are going to get a lot of fire. The only problem with that is if the animation is a clue for what spell is being cast, then a player can use OOC player knowledge to react to spells when the character would have no clue what spell is being cast.

Goblin Squad Member

They are going to give alphas the ability to play monsters/NPCs in events (under their close supervision).

They could record the ways Alphas move in melee and then make elements of those various scripts the available variable combat sequences combined with some basic AI routins like target acquisition, closing to range, and facing.

Goblin Squad Member

Being wrote:

They are going to give alphas the ability to play monsters/NPCs in events (under their close supervision).

They could record the ways Alphas move in melee and then make elements of those various scripts the available variable combat sequences combined with some basic AI routins like target acquisition, closing to range, and facing.

If I'd had enough to stump up for that. Would have been amazing.

Agree with the OP's premise: The animations if they can be functional not just for effect would be good to see, that way they don't have to be so spectacularly over-the-top every single time they are activated. eg the animation frames are longer for a more powerful blow or something suitable for a high risk/high reward attack.

I wonder if spells will take a bit longer to incant/perform is something Pathfinder deals with?

Zetesofos wrote:
Also, depending on various action speeds, this could be extrapolated to PC's. Imagine taking skills that increase the randomization of your skill animations, making your tells harder to predict.

That's a really interesting idea of taking a basic animation and variations within ranges of the basic animation? Very interesting. Guess it depends how visible skills need to be and how much subtlety can be picked up easily/regularly?

Scarab Sages Goblin Squad Member

AvenaOats wrote:


If I'd had enough to stump up for that. Would have been amazing.

So save up. It will still be some time before we get the fulfillment system, and you can up your pledge at that point. If you want the Alpha reward you can still get it.

Goblin Squad Member

The should just outsource Rockstar's Euphoria engine :D Of course I think that would require it's own kickstarter to raise the money for that...

Scarab Sages Goblinworks Executive Founder

One of the nice things about Unity is that there are a LOT of already built assets. If they didn't do all their own in-house animations they could utilize something like: Unity Mixamo - Unlimited Animations

Goblin Squad Member

Looks like we would have to have unity installed to view those animations

Scarab Sages Goblinworks Executive Founder

For non-unity users :)

Mixamo Motions

Goblin Squad Member

Imbicatus wrote:
AvenaOats wrote:


If I'd had enough to stump up for that. Would have been amazing.

So save up. It will still be some time before we get the fulfillment system, and you can up your pledge at that point. If you want the Alpha reward you can still get it.

A monthly installment plan might work for me. An idea for the devs at any rate. :)

Goblin Squad Member

Cheaper for you to save.

Saving is like exercise or self-discipline: the more you do it the easier it is.

Impossible only until you try.

Scarab Sages Goblin Squad Member

Dakcenturi wrote:

For non-unity users :)

Mixamo Motions

I just wasted a LOT of time on this site. Thank you! :)

And for the love of all that is holy, PLEASE use the Capoeira animations for monks.

Goblin Squad Member

Imbicatus wrote:
Dakcenturi wrote:

For non-unity users :)

Mixamo Motions

I just wasted a LOT of time on this site. Thank you! :)

And for the love of all that is holy, PLEASE use the Capoeira animations for monks.

Capoeira! Oh yes, Brazilian colonial slaves-created martial art, from african heritage.

They have nice moves!

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