Animations
Timing & communication before awesomeness.
With WARTILE not being a fast phased RTS, the requirements for animations is bit different. Being partly a action and observation game,
the animations had to look cool, but also communicate the state and outcome of the combat.
What is shown in the video, is prototype iterations.
We have tried out 3 versions -(and sorry for the mugshot of me, in the first sequence, best reference video I could find)
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The fast phased, with fast blows, hits and deflections, with moving idle. Result was a lively but hectic fell, and hard to read when units where fighting in groups.
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The Matrix inspired slow-mo, with a fast attack and long slow-mo on impact, to emphasize the outcome of the attack. Result was a “at times” cool effect in 1vs1,
but clumsy and unreadable in group fights. -
The fast attack with medium speed, followed by a short pause on impact, and then back to ready stance, made it
easy to read the outcome of the combat and will look good, when animations are done right and the attack variations are added.