Awkward animations for larger creatures
aiat_gamer
Join Date: 2017-02-20 Member: 228099Members
I just started playing this game and one thing I noticed is how bigger creatures swimming is buggy looking. They twist and turn or flip mid animation, or when they reach a solid wall, start hitting it constantly until they swim high enough to pass it. At times it almost feels like they are floating in air instead of swimming in water. I hope this is something they are working to fix.
Comments
Well, I am giving my initial feedback. Before encountering any bugs or odd design choices, I noticed this one.
I could imagine extended trigger boxes on creatures that detect objects in a certain direction and giving the AI information to react to before the actual mesh and physics hit terrain. Could also work for staying close to the ground or inside caves, turning around, when the seabed/cave walls are no longer inside the box. It's imitate a certain situational awareness. Only issue I see would be the amount of system resources needed to do those checks regularly for a large amount of creatures.
Some other weird animation things I've noticed:
The Crabsnake doesn't actually move the fins on the side of it's body.
The Reaper doesn't move it's fins. If you look at old dev videos you can actually see that it was once intended to to move it's fins, but they removed it and I have no idea why.
Crashfish don't move at all.
The Ghost/Crimson Ray's swimming animations also always looked kind of off to me, but I'm not completely sure why.
Getting the Emperor to animate well is probably the most difficult task in the game development. Of course he'll only move in the prison, but his size and tentacles will make it far more difficult to look well enough.