Weapon hit character animations and death animations

Post » Fri May 13, 2011 7:35 am

I'm afraid I can't find it :l
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RUby DIaz
 
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Post » Fri May 13, 2011 10:44 am

http://www.youtube.com/watch?v=kSXr_85Ctm8

3:43 - Is this the one you mean? Even if its not, its still pretty weird looking lol


Nope, not that one, but there is a dead guy in there, yeah! :P

Wow, that sure looks weird :l

But the one I'm talking about is in.. Well, a ''weirder'' stance :P
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LuBiE LoU
 
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Post » Fri May 13, 2011 9:18 pm

This might be off-topic, but do anyone know what song it is in the beginning of the video?

http://www.gametrailers.com/video/gc-10-brink/703965

00:05- some where, it still plays in the background :P

EDIT: Who am I kidding, this is 100% off-topic
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Kelsey Hall
 
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Post » Fri May 13, 2011 3:48 pm

Nope, not that one, but there is a dead guy in there, yeah! :P

Wow, that sure looks weird :l

But the one I'm talking about is in.. Well, a ''weirder'' stance :P


Is he like the guy I showed, but like upside down (kinda off the ground) and sorta mid jumping jack (Star-shape)
Cause I swear I saw that somewhere.
Probly just the one I said but memory playing tricks on me.
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Laura Mclean
 
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Post » Fri May 13, 2011 12:29 pm

This might be off-topic, but do anyone know what song it is in the beginning of the video?

http://www.gametrailers.com/video/gc-10-brink/703965

00:05- some where, it still plays in the background :P

EDIT: Who am I kidding, this is 100% off-topic


Meh Id say 90% since its a brink video lol

But the song... the very beginning no (the high pitch bit with the ticking) But when the guitar bit starts, I swear It sounds like it's from a drowning pool song
EDIT: Never-mind, it's just really similar. So i dunno lol
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lilmissparty
 
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Post » Fri May 13, 2011 9:15 pm

There is only 1 death animation clearly. Sorry to say this but It's equal to Half-Life 1 engine's death effects and It's unacceptable in modern games. Even worst games have ragdoll physics novadays.
I mind this, cause bellieve it or not this is important. Look what direction action games are going: Bulletstorm. Physics are more involved day by day.

Players need satisfaction if you are making a high-profile FPS game, this videos doesn't deliver. If this animation stays in it's release I don't think it's gonna stay in front longer. It will create a community like Team Fortress 2 but is not gonna be the shinning star. Because competitors are advancing.
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steve brewin
 
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Post » Fri May 13, 2011 10:19 am

I don't think death animations are that high up on the devs' list.
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Eire Charlotta
 
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Post » Fri May 13, 2011 6:15 am

Players need satisfaction if you are making a high-profile FPS game, this videos doesn't deliver. If this animation stays in it's release I don't think it's gonna stay in front longer. It will create a community like Team Fortress 2 but is not gonna be the shinning star. Because competitors are advancing.

lol, this game looks 1000x more competitive based, than most of the shooters released recently.
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Josh Sabatini
 
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Post » Fri May 13, 2011 10:37 am

I'm still wondering why people prefer 1 animation over quicker reviving because "cool ragdoll physics" are MAINSTREAM. I prefer gaming fun and teamwork over "physics and gimmicks"
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Jarrett Willis
 
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Post » Fri May 13, 2011 4:39 pm

You think that a game isn't going to become popular because it doesn't have many death animations? Why does that make any difference to gameplay whatsoever?

When I kill someone in a shooter be it with a shotgun, assault rifle or grenade, I don't hang around for a moment to watch as they fly a few feet, or slowly sink down to their knees. If anything this annoys me, if I shoot an enemy and the animation means he grabs his throat and slowly falls over, then usually I keep shooting because I think he's still alive (BC2 reference here). And I I quickly said I don't really care that the player toppled over forwards instead of backwards, I'm moving onto the next target or next objective.

And as Dysfunktion said, the main aim of the game is teamwork, which include reviving. If there were death animations involving rag-doll elements then this wouldn't be possible, and would unbalance the game for those playing as medic.
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Isaac Saetern
 
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Post » Fri May 13, 2011 9:14 am

Its impact is more than you think. hardcoe gamers could play it because of the gameplay mechanics, but mainstream gamers demands more eyecandy things, death animations is one of those things. That's why there is a slowmo death animation trailer for Killzone 2. People cares about these things. That animation is only in free-to-play games novadays, not in 50$ game. Game engines are far more advanced that they are able to revive a ragdoll body (BF:BC2). I keep pointing those games because this game targeted for that market.

So before this thread this game looked like A class action-packed FPS game that can compete or even beat CoD, BF, ID's Rage, Bulletstorm... But after seeing those latest gameplay videos now it's like 20$ indie game, just a bit better than Team Fortress 2. I hope I'm wrong

And also I don't understand why I'm exaggerating this subject :)
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Gemma Archer
 
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Post » Fri May 13, 2011 2:56 pm

Who said that this game was focused on mainstream gamers? I'm under the impression that a lot of people here dislike mainstream games or prefer objective based games.
If you want to compare with mainstream games:

This game has no OHKO
This game has no vehicular combat
This game doesn't have mainstream gamemodes
This game has good hipfiring
This game has A LOT of customization for an FPS (Think about the voices)
This game has classes which actually have different OBJECTIVES
This game has bodytypes
This game gives you the ability to get over small table (Sarcasm) --> SMART

Is it mainstream? No.
Can it become mainstream? Yes and I certainly hope so.
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james reed
 
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Post » Fri May 13, 2011 6:39 pm

In a fast paced, immersive, even acrobatic game like Brink, is it unreasonable to expect to see some cool physics based, context sensitive death animations? Isn't that part of the fun and reward when you get to witness the flailing result of your handiwork? When the OP described how the bodies "jump back" it made me remember the terrible hit/death animations from Borderlands and that detracts from the fun and immersion IMO. I don't see how having some realistic death animations will hinder the functionality of the game.
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carla
 
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Post » Fri May 13, 2011 1:37 pm

First, I WAS under the impression that this game is for mainstream because what they showed us with the official videos so far. It does not show multiplayer gameplay that much. So first time I saw Brink I thought it's going to be like Mirror's Edge merging with populer shooters. So basicly it's mainstream. All of my friends were like me and they still are. They are expecting a "step-up" / "more advance" shooter after CoD, BF, Unreal etc... Till the 4th page of this thread I was expecting that too. Now I realize it's nothing like that. It's basicly future version of Team Fortress 2 with singleplayer.

So I guess you are right, it's not mainstream... It could have been... but I guess it's too late for that.
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TASTY TRACY
 
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Post » Fri May 13, 2011 6:03 pm

I don't see how having some realistic death animations will hinder the functionality of the game.

People don't want "realistic death animations," they want "blockbuster action movie death animations."
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Kit Marsden
 
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Post » Fri May 13, 2011 8:31 am

In a fast paced, immersive, even acrobatic game like Brink, is it unreasonable to expect to see some cool physics based, context sensitive death animations? Isn't that part of the fun and reward when you get to witness the flailing result of your handiwork? When the OP described how the bodies "jump back" it made me remember the terrible hit/death animations from Borderlands and that detracts from the fun and immersion IMO. I don't see how having some realistic death animations will hinder the functionality of the game.


Well said. This what I'm trying to say.
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Blessed DIVA
 
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Post » Fri May 13, 2011 7:55 pm

In a fast paced, immersive, even acrobatic game like Brink, is it unreasonable to expect to see some cool physics based, context sensitive death animations? Isn't that part of the fun and reward when you get to witness the flailing result of your handiwork? When the OP described how the bodies "jump back" it made me remember the terrible hit/death animations from Borderlands and that detracts from the fun and immersion IMO. I don't see how having some realistic death animations will hinder the functionality of the game.

Let's say you have ragdoll like COD (to pick something), you can fly a couple of meters back when you die, by f.e. an explosion. The extra travel distance and the extra time it takes to get there really changes a lot for medics. If we're talking about a simple death animation of +-2 seconds, than this is a LOT in game You know that ping makes a lot of difference in online gaming, right? Ping is expressed in Milliseconds, like 1/1000 second. When you have a death animation of +- 2 seconds, this will change the gamemechanics and it could mean the difference between life and death for both the medic and the incapacitated guy.


It is reasonable to expect it like you said. But is it unreasonable to prefer gameplay over animations?
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Alex Blacke
 
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Post » Fri May 13, 2011 12:08 pm

There is only 1 death animation clearly. Sorry to say this but It's equal to Half-Life 1 engine's death effects and It's unacceptable in modern games. Even worst games have ragdoll physics novadays.
I mind this, cause bellieve it or not this is important. Look what direction action games are going: Bulletstorm. Physics are more involved day by day.

Players need satisfaction if you are making a high-profile FPS game, this videos doesn't deliver. If this animation stays in it's release I don't think it's gonna stay in front longer. It will create a community like Team Fortress 2 but is not gonna be the shinning star. Because competitors are advancing.


There are no rag-doll effect deaths because you don't die when killed, you fall on your ass still alive. You can be revived and fire back (if you have the ability).
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Sudah mati ini Keparat
 
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Post » Fri May 13, 2011 8:05 pm

Let's say you have ragdoll like COD (to pick something), you can fly a couple of meters back when you die, by f.e. an explosion. The extra travel distance and the extra time it takes to get there really changes a lot for medics. If we're talking about a simple death animation of +-2 seconds, than this is a LOT in game You know that ping makes a lot of difference in online gaming, right? Ping is expressed in Milliseconds, like 1/1000 second. When you have a death animation of +- 2 seconds, this will change the gamemechanics and it could mean the difference between life and death for both the medic and the incapacitated guy.


It is reasonable to expect it like you said. But is it unreasonable to prefer gameplay over animations?

+1

Death animations are good whne a guy is DEAD, but in Brink where people are incapacitated and enter a last-stand like mode putting them in a long ragdoll, possibly moving, animation would be just as bad as canned animations during live gameplay
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Laura Richards
 
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Post » Fri May 13, 2011 8:19 pm

The animation the OP showed us plus the animation we saw in the video posted "above" (previous page) are 2 death-"animations" already. And I guess there will be more for when you get shot down in midair or while climbing stuff.

But the song... the very beginning no (the high pitch bit with the ticking) But when the guitar bit starts, I swear It sounds like it's from a drowning pool song
EDIT: Never-mind, it's just really similar. So i dunno lol

Also it sounds a bit like Dope. Anyway, if the video was provided by Bethesda or Splash Damage I'd have said it was part of the ingame soundtrack. But I guess as it's a Gametrailers exclusive it's most likely from their accoustic sound-library.
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Mark Hepworth
 
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Post » Fri May 13, 2011 2:24 pm

People keep confusing "Movie actions" with reality, IRL bullets won't spin you around or knock you back, they just go through, a kill shot just makes you drop. A bullet can only move something around it's own weight. The laws of physics are very hard to break.


So, you've seen people get shot? IRL?
Yes they do spin, get knocked off their feet, and do all sorts of things.
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Brian LeHury
 
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Post » Fri May 13, 2011 12:14 pm

So, you've seen people get shot? IRL?
Yes they do spin, get knocked off their feet, and do all sorts of things.


>.> Don't start that debate again :blink: ... just read the whole thread and see that it has been done and done lol
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Jacob Phillips
 
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Post » Fri May 13, 2011 3:22 pm

So, you've seen people get shot? IRL?
Yes they do spin, get knocked off their feet, and do all sorts of things.




Yes, far too often
nope, only in movies
bullets can't move bodies
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Courtney Foren
 
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Post » Fri May 13, 2011 5:02 pm

guys, chill its just a game! and in the gaming world: anything is possible. teh death animations have to make the person land on their back so im guessing that certain body parts makig you go certain ways. who cares about real life bullet penetration? i will admit hat it could be factored in but think of all teh programming that would have to go into an enemy cluthing his leg or falling to his knees. and the truth is when are we going to closly watch these animations? were gunna kill the guy maybe finish him off then move to a new target or place.
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Connor Wing
 
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Post » Fri May 13, 2011 6:47 pm

guys, chill its just a game! and in the gaming world: anything is possible. teh death animations have to make the person land on their back so im guessing that certain body parts makig you go certain ways. who cares about real life bullet penetration? i will admit hat it could be factored in but think of all teh programming that would have to go into an enemy cluthing his leg or falling to his knees. and the truth is when are we going to closly watch these animations? were gunna kill the guy maybe finish him off then move to a new target or place.
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Jack Bryan
 
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