Psychomorph
Insider
Great stuff. I love the mechanics, how you can control from which side you make the slash by using the cursor, click vs. hold, that blocking is not just a key press but needs to be guided, etc. Very nice.
I like it how you can incorporate movement into the fighting in SG, close combat is always dynamic, if your attacks are too powerful, the enemy backs down which you need to counter with a forward movement while attacking, or else you won't reach him and give him time to recollect strength.
Good job on these things.
Thing about the movement is that it still looks like a puppet on strings. The running animation looks like the character is floating forward with the legs moving, a bit like in a low gravity environment, while in real life there is an up and down movement. This "bobbing" is what is missing.
However, the way it looks also depends on the movement speed. A slow jog has a lot of bobbing, because every step is like a little jump up, while a fast run has visually far less torso bobbing.
The thing that makes the characters act unnatural is really the constant torso movement when the character is standing after a turn or movement. It looks like the feet are attacked to the ground and the legs are springs and the body is bouncing back and forth. You can clearly see this right after an attack, real people don't do this, unless they are drunk and can't properly keep balance. This "drunk" look is still there. Try to limit the torso shifting during any movement, because people use their legs to limit this to not lose balance and fall. Bodies should be stable and movement look snappy.
You can choose to settle with what you got, but as long as this is not addressed enough people will always remark on it. You will find no peace, mark my words, hehe.
The overhead swing of the mace. I tried it with a stick with a weight on the end and I couldn't really raise it in front of me and attack, it feels faster and easier to move the weight behind me and the raising and striking movements are a single continuous, circle like movement. I don't really move my arm behind me, but rather rotate the wrist to move the weight on the end of the stick. If the left foot is forward than I move the weight right, raise it above the right shoulder and strike from above. You can also hold a shield in front of your body doing this that way. It's a single circular movement, because you want to avoid lifting that heavy weight, but whirl it around.
If the right foot is forward and I hold the mace still with the right hand, I either make a step forward with the left foot, or a step backward with the right to do the above, or I keep the feet the way they are and move the mace over the left shoulder. Again a single circular movement.
Aside these things everything looks great.
I like it how you can incorporate movement into the fighting in SG, close combat is always dynamic, if your attacks are too powerful, the enemy backs down which you need to counter with a forward movement while attacking, or else you won't reach him and give him time to recollect strength.
Good job on these things.
Thing about the movement is that it still looks like a puppet on strings. The running animation looks like the character is floating forward with the legs moving, a bit like in a low gravity environment, while in real life there is an up and down movement. This "bobbing" is what is missing.
However, the way it looks also depends on the movement speed. A slow jog has a lot of bobbing, because every step is like a little jump up, while a fast run has visually far less torso bobbing.
The thing that makes the characters act unnatural is really the constant torso movement when the character is standing after a turn or movement. It looks like the feet are attacked to the ground and the legs are springs and the body is bouncing back and forth. You can clearly see this right after an attack, real people don't do this, unless they are drunk and can't properly keep balance. This "drunk" look is still there. Try to limit the torso shifting during any movement, because people use their legs to limit this to not lose balance and fall. Bodies should be stable and movement look snappy.
You can choose to settle with what you got, but as long as this is not addressed enough people will always remark on it. You will find no peace, mark my words, hehe.
The overhead swing of the mace. I tried it with a stick with a weight on the end and I couldn't really raise it in front of me and attack, it feels faster and easier to move the weight behind me and the raising and striking movements are a single continuous, circle like movement. I don't really move my arm behind me, but rather rotate the wrist to move the weight on the end of the stick. If the left foot is forward than I move the weight right, raise it above the right shoulder and strike from above. You can also hold a shield in front of your body doing this that way. It's a single circular movement, because you want to avoid lifting that heavy weight, but whirl it around.
If the right foot is forward and I hold the mace still with the right hand, I either make a step forward with the left foot, or a step backward with the right to do the above, or I keep the feet the way they are and move the mace over the left shoulder. Again a single circular movement.
Aside these things everything looks great.