View Full Version : knockback animations
heron
01-23-2010, 06:21 AM
The animation used for when a character reacts to getting hit.
Diablo had this which sacred 2 didn't.
I think it's worth having this implemented in GM.
Thoughts?!
Kluga
01-23-2010, 10:51 AM
Sounds good I guess. There's nothing against it really unless it is too difficult to implement for the scope the devs are looking at. Would add a definite sense of realism to the action
yerkyerk
01-23-2010, 12:26 PM
Would be quite cool... makes it feel a lot more realistic than just standing there without budging against the giant bosses you have to fight.
And perhaps knockback animations on monsters, when using certain skills? Makes them feel less static. What would be even cooler would be physics-based knockback rather than animated knockbacks, but I guess it's a bit hard to get up and running again if you or the monsters are in a weird and twitchy position?
And perhaps even special player animations for certain bosses, where you get picked up, restraint, that sort of thing...
k4llu5
01-23-2010, 02:08 PM
This I agree with. Hopefully the time restraint/ manpower won't be a limiting factor. Would be awesome like in DA:O how the ogres pick you up in one hand and pound on you with the other. Hate to bring up another game tho... Maybe stuff like this can be added as extras if it can't be added to the core game.
heron
01-23-2010, 07:41 PM
or a bullet time after you land a death blow to a boss.
yerkyerk
01-23-2010, 10:07 PM
And a bullet time when you die yourself :)
heron
01-23-2010, 10:12 PM
And a bullet time when you die yourself :)
yes! like streetfighter! ha
yerkyerk
01-23-2010, 10:14 PM
Max Payne is perhaps a more appropriate reference, but yea :D
And a corpse that you permanently leave on the ground :)
Should pile up a nice number of corpses against tough bosses
heron
01-23-2010, 10:24 PM
I agreed, if the combat system is fun the overall game will be fun.
Smart ai that don't just walk up to you like a puching bag. It should flee when it's health runs low or call out for backup or when they flee to a crowd which agro more backup!
yes! an agro system!
medierra
01-23-2010, 10:41 PM
Hit effects and better combat in general is something we're putting a lot of effort into this time around. There is a lot of work involved but we think this is an area definitely worth the investment.
dunno
01-29-2010, 01:00 AM
Is there any chance for a knock down mechanic? I realise it's probably a lot of extra animations for something that mechanically is not all that different from a stun effect, but it does feel more satisfying to actually knock your opponents over.
VeggieBoy
01-29-2010, 02:50 AM
Hit effects and better combat in general is something we're putting a lot of effort into this time around. There is a lot of work involved but we think this is an area definitely worth the investment.
Thanks for this. I value your posts. I hope you keep delivering :D
Confuted
01-29-2010, 02:50 AM
Is there any chance for a knock down mechanic? I realise it's probably a lot of extra animations for something that mechanically is not all that different from a stun effect, but it does feel more satisfying to actually knock your opponents over.
I don't know if having a knockdown animation would work all that well. I mean sure it would be nice to see my enemies be smashed to the ground with my mighty mace of fury but there could be a downside to it.
Just speculating on some imaginatory game mechanics, would a knockdown not slow the gameplay down? I mean sure if your enemies are the only ones being knocked-down then by all means knock them all down. But if the player is being knocked down then those animations of getting back on their feet would be rather dreadful to watch both heroically and timely.
*edit* if a knockback mechanic is added against the player, please don't make my character be pushed across a combat zone. It will be just like being pushed off the edge of a map or over a wall due to some random explosion; imo extremely annoying and time consuming vs continuous flow gameplay.
yerkyerk
01-29-2010, 07:39 AM
I wouldn't assume you'd be able to get pushed somewhere you can't walk over (e.g. an edge).
However, throw the player down on the ground; by all means :)
Perhaps only for bosses though.
It could be regarded as a special stun animation; but instead of just standing there stunned, you'd be hurled through a room and have to get up again..
But that's just dreaming.
Malpheas
01-29-2010, 02:06 PM
Knockback, yes please. Like I mentioned in Battle Mechanics thread, blocking, hit recovery and knockback ( now conventiently added to my list ) animations I would like to see more. These would have to be balanced, but I would really like to see these implemented.
As well knockdown animation, that would be nifty. This would be great as long as there were skills that could knockdown enemies as well. Nothing silly overpowered; more like an advanced stun. Like I keep plugging in the majority of my skill and gameplay posts: TACTICAL PLAY PLEASE.
Cheers,
Malph
Renevent
01-29-2010, 02:20 PM
Also, blocking animations are good, and if you can't animate it a "clunk" sound effect is good too. Anything that gives us visual/audio feedback of whats happening in game is good.
Counterbug
01-29-2011, 10:32 PM
I think ARPG games should have more fluid and dynamic combat animations. One good example is Legend: Hand of God. (which didn't sell too well) If you have played this game then you know what I mean. Enemies had dodge animations, the character had knockback animations and critical finishes (that were very cool too watch), when facing a giant the attacks had a totally different animation. The problem with this game was that the combat was entertaining to watch, but too slow sometimes doe to all these animations, and I think we don't want to be bored to death while playing GD. Yes I agree there should be Block, knockback and all those good things, but we should not abuse of these (making them to damn long).
I had an idea. Maybe the game should have different animations for each type of weapon. For example:
Swords would have more slashing and stabing animations, but connected, making combat fluid and credible.
Mace animations should be long and continuos or the person would get tired quickly.
Two handed weapons (same theory as the maces)
Pistols and rifles could have a reloading animation.
Also, since the background is destroyable, why not destroy crates or barrels or whatever, when you get knockdowned, or when you knockdown someone into them?
And different finishing moves for bosses (depending on weapon and boss) would be cool.
Prosoro
01-30-2011, 08:37 AM
Hit effects and better combat in general is something we're putting a lot of effort into this time around. There is a lot of work involved but we think this is an area definitely worth the investment.
This! ..and the addition of Blood and Gore will make Grim Dawn so much more fun than Titan Quest - which of course was/is already so fun in it's own right :D
hooby
01-31-2011, 06:26 PM
You should check out that:
http://www.gametrailers.com/video/alpha-114-overgrowth/709435
I guess you'll love what those guys do with animation.
eisprinzessin
01-31-2011, 08:00 PM
woah - that's impressive ... maybe I'm not up to date (I'm certainly not :D), but I guess there are few games, which can compete in this respect
wickedinsane
03-01-2011, 03:51 PM
Must-have-feature - remember how cool this was in Golden Axe?
Hell yeah!! :D
vBulletin® v3.8.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.