Would these be a good idea or even possible. To add more depth to combat. I could make for animation if needed.
Animation for attack indicators
v0.8.12.1 ("Towards Feygard" or "Of kobolds, fae, witch and troll", including bugfix) released to Google Play!
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Attack animation
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Attack animation
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Re: Attack animation
I'm sure a mod or dev person will explain why that will probably never happen, but my personal opinion is OH HELL NO.
It's distracting and hugely annoying.
Just my 2 cents....
It's distracting and hugely annoying.
Just my 2 cents....
"Shout into the darkness, squeeze out sparks of light" - U2
- rijackson741
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Re: Attack animation
I wouldn't say it would never happen, but it would be a lot of work. The player sprite would be wielding the weapon, so we would need a very large number of player sprites. It would also require some big changes to the game engine. Since we are having trouble right now fixing one bug in the combat animations without introducing another, this would probably be a lot of work.
Level:75, XP:7656192, PV:866, FQ:105
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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Re: Attack animation
The game has an animation of a blood splatter, can't that just be replaced? or something?
- Nut
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Re: Attack animation
There are different things to ponder.
- Do we want such animations?
That's easy: There would be a setting for it, then everybody can decide for themselves.
- Is it technically possible?
Probably it is. And maybe it's not too much work for an experienced Java developer. E.g. Zukero once had added the damage/missed animation. I think it's a comparable effort here.
If somebody is willing to do that, I have no problem to add it to the game.
- What exactly should be shown?
You propose that the animation shows the weapon, ok. Some detail questions:
Where exactly - on the NPC that you attack?
On the PC for the single attacks of each monster?
With the animation active, is there still place for the damage/missed, or should it replace it (settings again)
I think a different animation for each weapon category should be sufficient.
Probably with dual wield only the category of the main hand should be used.
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That's my first thoughts about it.
- Do we want such animations?
That's easy: There would be a setting for it, then everybody can decide for themselves.
- Is it technically possible?
Probably it is. And maybe it's not too much work for an experienced Java developer. E.g. Zukero once had added the damage/missed animation. I think it's a comparable effort here.
If somebody is willing to do that, I have no problem to add it to the game.
- What exactly should be shown?
You propose that the animation shows the weapon, ok. Some detail questions:
Where exactly - on the NPC that you attack?
On the PC for the single attacks of each monster?
With the animation active, is there still place for the damage/missed, or should it replace it (settings again)
I think a different animation for each weapon category should be sufficient.
Probably with dual wield only the category of the main hand should be used.
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That's my first thoughts about it.
Nut