Re: (REGALIS PLEASE READ) Review of Version 1.0

#11
MrGuilkeyFace wrote:#1 : PERFORMANCE
Major updates have usually resulted in performance issues and bugs. Reg usually hotfixes his code within a week or so. juan gets a few of the remainders. As for performance in general, I haven't looked through the new code yet, but from what juan has said, it seems that Reg it putting too much stress on the CPU with regards to optimizing room meshes. Not too big of a deal.
GRAPHICS:
I'm going to have to agree with Mirocaine on this one, it's really hard to avoid the uncanny valley with regard to humanoids. It's incredibly unlikely that this small hobby project is ever going to get professional animators, I personally think that the animations are fine for the scope that this project encompasses.

All in all, keeping a game immersive without falling into uncanny territory is hard as fuck.
M-x dingus-mode

Re: (REGALIS PLEASE READ) Review of Version 1.0

#12
Spiffycat wrote:This is how bland I think the death animations are for the player. It's like a cardboard cutout falling down.
Spoiler
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Aha! I love it! I really think a good example of 1st person done right is Outlast, a lot of the sequences feel like there's actual momentum and not just the camera going from point A to point B while rotating.

And yes, creating something as simple as a very casual looking walk cycle is pretty difficult, I've only worked in Cinema 4D and SFM, but I'd say that's still one of the very things I find very hard to tackle. I think another factor is the implementation, when putting the animated models in-game, they're given context, and if the guard is moving almost too fast or slow for his legs, the whole thing will look completely off. Looking at 106's walk cycle, it's actually pretty well done, it has that sort of stride that the original did, but I feel like the animation's moving too slow in comparison to the space for which he moves through. If the animation was sped slightly up, I think it would look eons better.
It slep time bunner.

Re: (REGALIS PLEASE READ) Review of Version 1.0

#13
Omniary wrote:
Spiffycat wrote:This is how bland I think the death animations are for the player. It's like a cardboard cutout falling down.
Spoiler
Image
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Aha! I love it! I really think a good example of 1st person done right is Outlast, a lot of the sequences feel like there's actual momentum and not just the camera going from point A to point B while rotating.

And yes, creating something as simple as a very casual looking walk cycle is pretty difficult, I've only worked in Cinema 4D and SFM, but I'd say that's still one of the very things I find very hard to tackle. I think another factor is the implementation, when putting the animated models in-game, they're given context, and if the guard is moving almost too fast or slow for his legs, the whole thing will look completely off. Looking at 106's walk cycle, it's actually pretty well done, it has that sort of stride that the original did, but I feel like the animation's moving too slow in comparison to the space for which he moves through. If the animation was sped slightly up, I think it would look eons better.
Tha same can be said for the guards' walking animation; the space they cover while walking doesn't sync at all with the animation speed. The animation itself was alright, I think; a little stiff, but I think that, if sped up, it'll look fine.
Creator of SCP-345, SCP-700, SCP-860 and SCP-966.