In Theory… VI
This week (and a couple of weeks before this) we’ve been mostly eating acorns… I mean constructing the character animation system We are paying the same kind of attention to it as all the other important aspects of the game. We believe that one key factor in deepening immersion in games is creating believable interaction between a character and the environment. Following this belief and combining it with our smart production methods guideline we have come up with a system that interacts with the terrain and other arbitrary surfaces naturally and without the need to animate huge amount of different walk cycles for different slopes and other special cases. Our approach adjusts basic hand animated cycles procedurally to the environment. So we get better results than in many games with less work.
Now you might wonder what we mean by smart production methods. This simply means that in order for us to achieve what we want we must not be afraid to make paradigm shifts from standard game development methods. We must question standard methods to find ways for us to achieve our vision with such a small team. Of course this is a bit of an understatement. Every company builds it’s own set of tools to get the job done, especially in the gaming industry. So we are not different, we are only very conscious of our need to think outside the box. In addition to trying to reduce workloads we aim to get better results at the same time.
As work continues we continue working Keep it tight people.