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Norman Barrows

Member Since 04 Apr 2012
Offline Last Active Yesterday, 02:18 PM

Posts I've Made

In Topic: Animate in place?

Yesterday, 02:19 PM

I've been mulling this over today. To have non-feet sliding animations (which is the only option for me) you have to have motion accumulation of some type.


is this due to your blending? 


i've found that i'm able to sync animation walk/run speeds to character movement rates pretty well (better than madden 15 when they turn in place), as long as those speeds are known constant values. the major limitation is the resolution of the time for a frame (sometimes 4 frames between keyframes is a bit too fast and five is a bit too slow, that kind of idea) now that i've added all sorts of things that affect movement rate such as fatigue, damage, slope in the direction of travel, etc, i'm thinking of moving to a procedurally generated animation that takes movement rate as input. there was another thread a while back that discussed continuous variable speed stand/walk/run animations.


The problem is, if your turning animation starts at -1.1 degrees and ends up at 85 (so 86.1 total rotation), what do you set the rotation of the player to at the end? 85? If so, the next frame (frame zero after a loop) will immediately appear 1.1 degrees lower, 85-1.1 so that's what I'm currently trying to get my head around


that sounds like a simple case of needing "resting postions" between animations. in this case, its a resting direction though. it would seem to me that all turn animations should start with a player heading of zero.


Edit: thinking about this further, I think I have to set the player's yaw value to the last frame's less the first frame's.


i believe that would be the same idea.


It's simple maths of course but it always helps to write it out (especially when you're on a packed train daydreaming about animations!)


one often gains better understanding of a subject by explaining it to others. sometimes you just need someone to bounce ideas off of.

In Topic: What Is Your Game Design Technique?

Yesterday, 02:03 PM



does your team have a game idea in mind yet? that's the first step, irregardless of what development methodologies you use.

In Topic: What Is Your Game Design Technique?

Yesterday, 01:49 PM

No documents. No documents. 


the typical "original design doc" for one of my games is a single sheet of notebook paper with a single phrase describing the idea of the game, such as "simcity with tanks!" and a feature list. maybe one or two passing references to technologies to be used. no artwork, no drawings. nothing else. the next step then is usually void main{}, and away you  go! <g>. of course, i've been doing this a long time...


note that as i add features, there may be many design details that are worked out on paper before implementation. i could probably fill 2 or 3 3-ring binders with all the design notes generated while making caveman 3.0. then again, its an exceedingly complex game.

In Topic: What Is Your Game Design Technique?

Yesterday, 01:44 PM

But if you have no release date how do you know how many features you can put into the game? Or what genre you can afford to make? You need to know first if you will be doing the game 10 years or 2 weeks
Besides, what's the point of making a prototype that you later asses it would take too long for you to finish and you can't afford?
It does not matter if my prototype of a World of Warcraft clone is fun or not if I have nowhere near resources to make that kind of game


i figure out that kind of stuff before i prototype. 


i start with a game idea. 

then a feature list.

then comes:

"ok, how long will this take?"     (time required)

"whats the market?"                  (popularity)

"how much would it go for?"       (price)

"how much might i make?"         (expected sales)

"is it worth it?"                           (time required vs expected sales)


i actually very seldom prototype things, only when its something new and untried, and i'm not relatively sure about it. and that only comes after i have a game idea, a feature list, an idea how long it would take, and it looks like it might sell well enough to be worth making.

In Topic: What Is Your Game Design Technique?

Yesterday, 01:35 PM

Waterfall or agile? That's the first thing to decide


if you think about it, is waterfall even really possible in game development?


stuff (hardware, techniques, etc) changes so fast, and game designs change so often that i'm not sure its even possible to simply design, it type it in, debug it, profile and optimize, then release. being a development method originally developed for applications, not games, waterfall doesn't include playtesting and balancing in the process, a step which is not required in applications, but almost definitely required for games (unless you're making a chess clone or something).