Goblinworks Blog: Jigsaw Falling into Place


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Goblin Squad Member

Hardin Steele wrote:
Some runners have a really fast pace, but an awkward stride, yet they can really move!

What I learned from watching Chariots of Fire was that if you're trying to be fast, you want your feet to hit the ground as many times as you can make them do so. But if you're trying to efficiently cross large distances, then long, loping strides are great.

Goblin Squad Member

If you are going down hill, the long loping strides conserve your energy for the next up hill where you slam past those tired short strides, in your own focused short pumps --- esp at the last 300 meters. Loping down hill paces the short stride for a lot less energy, then dig in.

R

Lam

Goblin Squad Member

Nihimon wrote:
But if you're trying to efficiently cross large distances, then long, loping strides are great.

I am not a natural long distance runner. I ran cross country because its season started first and I had run almost everywhere I went from as long as I could remember. I was decent at it, but not gifted. The long distance runners made it look SO EASY and effortless. I found myself looking down at my feet, as looking into the distance ahead I realized how far I still had to go I would get very discouraged (and I still do). Seeing the finish line is very motivating, even if it is very far away.

Goblin Squad Member

I think the long loping strides might have looked more natural on a lankier elvish frame.

Goblin Squad Member

I think WoW is something to look up when it comes to animation. All though the animations aren't that realistic. An example: When a character starts moving from a standing position, the first running animation frame is the one with the legs most spread out. I think this approach makes more sense in a video game or an mmo and makes the movement seem more responsive and smooth. Same with walking. In the video the characters seems to slide a bit on the ground especially when they start moving or when just nudging the arrow keys a little...

This animation style is all around WoW and I think it fits like a glove. It makes a system responsive. When the character starts to cast a spell for example, he just magically jumps into the spell casting posture without any intermediate steps. If you compare this to SWTOR, where they tried to depict intermediate states in animation, like small movement of raising a hand in steps, the difference is huge and all the timings are off and people still complain about this on SWTOR forums.

Goblin Squad Member

Matching running animation with height might mean more animations per second for short characters and less animations per second for Large characters to make it look realistic. That may be a killer on the client side.

Goblin Squad Member

Harad Navar wrote:


7) There are thatched roof houses and timbered roof houses. (Possibly to match different economic status, randomwalker?)

thanks, Harad.

Making settlements look different according to DI/size/wealth/development
is to me more important than making them look different due to alignment.
Different quality housing is then an important step towards giving settlements identity. (Customizable banners should be the first step though).

Goblin Squad Member

Just to chime in once more, watching the video last night and really great to see Milestone 3 work. Thanks devs and keep up the high standards!

Goblin Squad Member

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AvenaOats wrote:

Just to chime in once more, watching the video last night and really great to see Milestone 3 work. Thanks devs and keep up the high standards!

Agreed, the less it looks like WoW or Anime the better.

Goblin Squad Member

Harad Navar wrote:
Matching running animation with height might mean more animations per second for short characters and less animations per second for Large characters to make it look realistic. That may be a killer on the client side.

EQ1 did that, at least with their first engine, and it looked goofy, especially on the gnomes. Every race had a uniform speed there, but PFO is supposed to have different speeds depending on race and encumbrance.

Goblin Squad Member

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I found the running animations quite good and comfortable. I, too, ran cross-country in my days of glory. 1968 Golden State Invitational, team silver medal.

Goblin Squad Member

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Being wrote:
I found the running animations quite good and comfortable. I, too, ran cross-country in my days of glory. 1968 Golden State Invitational, team silver medal.

Back in those days people were faster too. The slow all got eaten by velociraptors.

Scarab Sages Goblin Squad Member

Andius wrote:
Being wrote:
I found the running animations quite good and comfortable. I, too, ran cross-country in my days of glory. 1968 Golden State Invitational, team silver medal.
Back in those days people were faster too. The slow all got eaten by velociraptors.

Come on, now! Being isn't THAT old.... He just had to avoid saber-tooth tigers, dire wolves, and megatherium, not dinosaurs. ;)


Andius wrote:
Being wrote:
I found the running animations quite good and comfortable. I, too, ran cross-country in my days of glory. 1968 Golden State Invitational, team silver medal.
Back in those days people were faster too. The slow all got eaten by velociraptors.

Yea, but they got most of their exercise in those Fred Flinstone-style vehicles. That must've been tough.

Goblin Squad Member

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Qallz wrote:
Yea, but they got most of their exercise in those Fred Flinstone-style vehicles. That must've been tough.

The callouses that allowed Fred to use the Flintstone Mobile so effectively would save cross country runners a lot of cash on fancy running shoes! I was barefooted most all my childhood and could run on gravel. Now I can't leave the house without some sort of shoe of slipper on. I miss the foolhardy days of my youth! :(

Goblin Squad Member

In the 60's I ran some courses bare footed. It was not that uncommon. I did use 'red hot in cold weather or balm in cool weather to keep skinn at a flushed temp.

The later generations, were, well they can tell you.

Lam

Goblin Squad Member

1 person marked this as a favorite.
Qallz wrote:
Andius wrote:


Back in those days people were faster too. The slow all got eaten by velociraptors.
Yea, but they got most of their exercise in those Fred Flinstone-style vehicles. That must've been tough.

Only the lucky countries had vehicles. When my parents were young the land was covered by glacier. No vehicles and barefoot running was a sure way to die, the only way to commute to work was using mammoth tusks for skis. Unfortunately with the increase in traffic mammoths became extinct and they had to turn on the global warming.

They better put mammoth tusk skis in the game or it will only appeal to younger generations!

[/tangent]

Goblin Squad Member

2 people marked this as a favorite.

I think it looks pretty unique - "simple done well." The fact that there are no out of the ordinary shoulder pads or weapons the size of one's avatar makes me smile. Goblinworks seems to be focusing more on game dynamics and core functions rather than smoke and mirrors. Me like!

Goblinworks Executive Founder

randomwalker wrote:
Qallz wrote:
Andius wrote:


Back in those days people were faster too. The slow all got eaten by velociraptors.
Yea, but they got most of their exercise in those Fred Flinstone-style vehicles. That must've been tough.

Only the lucky countries had vehicles. When my parents were young the land was covered by glacier. No vehicles and barefoot running was a sure way to die, the only way to commute to work was using mammoth tusks for skis. Unfortunately with the increase in traffic mammoths became extinct and they had to turn on the global warming.

They better put mammoth tusk skis in the game or it will only appeal to younger generations!

[/tangent]

And do you know how hard it was to ski uphill, both ways, on those tusks? You are so lucky....

Goblin Squad Member

Nevy wrote:
I think it looks pretty unique - "simple done well." The fact that there are no out of the ordinary shoulder pads or weapons the size of one's avatar makes me smile. Goblinworks seems to be focusing more on game dynamics and core functions rather than smoke and mirrors. Me like!

Ah... but I want that 7' long, 3' wide mercurial broad greatsword....

just kidding. :P

Goblinworks Executive Founder

1 person marked this as a favorite.
Banesama wrote:
Nevy wrote:
I think it looks pretty unique - "simple done well." The fact that there are no out of the ordinary shoulder pads or weapons the size of one's avatar makes me smile. Goblinworks seems to be focusing more on game dynamics and core functions rather than smoke and mirrors. Me like!

Ah... but I want that 7' long, 3' wide mercurial broad greatsword....

just kidding. :P

They once laughed at the Throwing, Returning, Keen Dwarven Longaxe. Once.

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