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Pistol aiming animations WIP. #GodotEngine #GameDev #IndieDev
24,515 görüntüleme • 4 ay önce •via X (Twitter)
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I'm thinking I'll change the aiming animation, so it has a better silhouette.

Looking awesome! ✨ I see the homage to MGS V, that game set the bar sooo dang high, gameplay is just that great. This is awesome work, my man 👏

Thanks! My hope is that it feels about as good to play. Part of it is letting the player cancel into different actions easily, and reflect their intent. I feel like it'll make the game more immersive. (And in turn, more spooky. 👻👻👻)

Super cool! Did something similar to my character in Gun mode 😄 Yours looks great!

If you ever stop working on this game and not thinking of publishing it, I will hunt you down xD (no harm, just to tell u to get it done c:)

This is probably the furthest I’ve made it in a game dev project. With that and how popular it’s gotten, I don’t plan on dropping this.

OMG this animation is so clean and satisfying, I absolutely love it 😭💖

Stunning!

These animations look awesome 👀🔥

stylisation soo good it actually looks 2d from that view

Thanks! Although, I found the over the shoulder view has a lot of things that break the 2D illusion, IMO. Especially if you’re playing in fullscreen. The big hurdle is trying to make stepped animation look good (and not jittery) while aiming, but also feel good to play.

Metal gear solid with cell shading. Nice :D

This being in godot is amazing, great job!

this is dope

I love how this looks, dude. Keep up the stellar work!

Nice! Love the shading and the animation style. It's pretty hard to make 3D pass for 2D with an OTS camera, and you definitely did it.

I personally like when the character switches the main hand when switching shoulder camera. It makes it convenient to space your character around cover and you can always see where the gun is firing from

What's the frame rate on the animation?

Mostly 2s and 3s.

Is it the just me or is the fps for the over the shoulder animation different from the walk cycle animation?

Yeah, most over-the-shoulder and weapon animations are going to be animated on 2s, (and maybe even 1s,) since they’ll need to be quicker.

Is it not feasible to have a consistent frame rate?

Most traditional animation doesn’t. It’s usually a mix of 2s and 3s. For instance, a quick action like firing the weapon wouldn’t look good on 3s.

When you get around to aiming rifles, consider having the buttstock switch to left shoulder when looking over left shoulder

Maybe. That’s one of those scope creep things that I’ll add if I’m way ahead of schedule. Because I’d need to give rifles two different animation sets. (I don’t even think MGSV has that mechanic.)
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Made various improvements. #GodotEngine #GameDev #IndieDev
Aaron Victor
27,455 görüntüleme • 4 ay önce
