Suggestion for Skulk Movement
Bitey
Join Date: 2012-05-06 Member: 151622Members, Forum Admins, Forum Moderators, NS2 Playtester, NS2 Map Tester
<div class="IPBDescription">It comes with a video!!!!</div>This is a small idea on how I think you can streamline skulk movement to make it easier for new players to understand, track, and shoot at these nimble creatures. A few animation tweaks would go a long way, sorry for the poor mic quality. It has to do with electronics, GPUS, and a 7970 being too powerful sometimes. Enjoy the video hope to start some interesting talks about it.
<a href="http://www.youtube.com/watch?v=7tKAWBsA3uc" target="_blank">http://www.youtube.com/watch?v=7tKAWBsA3uc</a>
~Bitey
<a href="http://www.youtube.com/watch?v=7tKAWBsA3uc" target="_blank">http://www.youtube.com/watch?v=7tKAWBsA3uc</a>
~Bitey
Comments
<a href="http://www.youtube.com/watch?v=7tKAWBsA3uc" target="_blank">http://www.youtube.com/watch?v=7tKAWBsA3uc</a>
~Bitey<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand your logic, but I personally don't think it will help me track a skulk. It might, I would have to try it. It might hurt tracking also. If I am trying to shoot a skulk, I am following its movement usually from where it was to where it is going (back to front). So if the animation was moved to the other side.... see where I am going.
I could be totally wrong. I do not know how the animations/hit reg work. I am also a terrible shot and do not have the super twitch aiming skills like some of you guys do.
(I also see the skulk as pushing himself off the ground, popping if you will, which then makes sense for that animation)
You should instead look into the transitional animations.. i,e from ground to wall etc.. his actual body flickers and teleports and this is what is difficult to track, imo. Just watch a skulk climb all over a CC munching on it. Even with good players shooting at me, i can generally get at least 30% off the cc's health before i do, and pubs its often 80%.. thats insane, if you ask me.
(I also see the skulk as pushing himself off the ground, popping if you will, which then makes sense for that animation)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's more like how when a critter jumps, usually it throws it's feet back underneath itself to catch the fall. The skulk only lunges away from the point of the jump, but takes no action as to showcase where it's going to land. This might not confused vets and regaulrs due to learnign the patterns by heart now, but to the newer player it will cause some basic confusion to their brains on how to aim at the alien.
The slight leg repositioning would help people learn to aim at the center mass of the skulk, instead of adding distracting leg direction that points away from the center mass.
Also don't worry I'll try to make a pass on the youtube video showcasing how skulks animations of repositioning confuse people even further then this small graphical bit. I just chose this first as a test video and a simple thing ^_^
The hitching is also a big problem, it's very hard to track something that has discontinuous movement.
+1 The wall transitions are awful as well.
The absolute worst part and what makes mid-to-endgame skulk fighting for me a huge PITA is that whenever a skulk leaps, and this seems to be only with leap, they stutter like crazy. Like NS2 bugs out and either doesn't know how or can't handle making the leap animation smooth on other clients, but they take off, and basically stutter from takeoff to your face. Impossible to track. And this happens for every skulk, it's not just laggy ones.
IMO this is both beneficial for gameplay and makes it easier to animate. If they didn't "glide" they'd have to move in bursts as each leg pushes off the ground. It's much easier to just have the player move at a constant speed. It's MUCH easier from first person to just "glide." It also benefits the enemy players, since they can track a smoother moving target.
It's similar to how a person can juke left and right without having to shift momentum - makes much more gameplay sense.
IMO, it's actually the skulk's "bound" filled run animation that makes it hard to track when just on the floor. I made a post about this a looong time ago.
<a href="http://www.youtube.com/watch?v=pbDdcyoWMXk" target="_blank">http://www.youtube.com/watch?v=pbDdcyoWMXk</a> (Sorry I had to!)
ONTOPIC
Interesting suggestion, though I guess I need to see it in comparison to get a "feel" how it would be different. Agree that transitions still need some finetuning.
Actually the jump animation shouldn't move the body up and down since that's already taken care of by the jump movement.