Ninja Run Power suggestion


haiiro_ninja

 

Posted

The ninja run power isn't as fluid as it could be and i'm not sure this was intentional or a rushed distribution. I've noticed the following:

On the ground:
* There are animations for forward, forward/diagonal, left & right, and backwards only.
* There are no backwards/diagonal animations - the character just stays in the rear animation run and glides to the left or right.

In the air:
* When changing direction during mid jump (Ie: jumping right and then changing to a forward direction) a character doesn't adjust/change leaping animation until you land and continue in the new direction.

So, there is no diagonal animation when traveling backwards and no transitional animation during mid jump/leap travel. I'm not sure how difficult it would be to make this adjustment in animation but i'm hoping this gets a look as time permits since it's something we've paid for and not included in the game as it was in another game. The additional animations would improve the fluidity of the power overall and certainly justify the $10 bucks I paid.

*crosses fingers


 

Posted

If you are jumping backward, then move forward before the apex of the jump, it does indeed switch to a forward-flip, but it does not work the opposite way. It seems whenever you change direction while in the air, it just defaults to the forward flip, even if you are moving backward at the time.

As for the reverse diagonal animations... Any time you are traveling backward, it animate you moving straight backward, even if you are also moving to the side. This is while walking normally, using sprint, flying, or any other movement powers. The only exceptions I can think of is sometimes if you are strafing to the side, and then press downward, it locks the animation in the side movement instead of the backward movement until you switch to directly backward. The last exception is the new Walk power.. that faces in all 8 directions.


 

Posted

You can jump in all 8 directions but there are only animations for 1. Forward, 2. Rear, 3. Strafe left, and 4. Strafe right. (not counting the flip forward, backward, backward, strafe left - right and pose). The cheapness really shows when running backwards and trying to strafe left or right and you only glide over to either side whereas running forward and strafing you switch into a strafing animation and glide diagonally - so it gives the illusion of a forward cross angle animated run.

Animations should be set up to change direction mid jump too. I Jump left (strafe side) and switch to forward and the character is still locked into the strafe animation until it hits the ground. Totally blows the suspense of disbelief and dulls my excitement of the ninja run power for the price I paid.

It wouldn't take much (i don't believe) to improve ninja run for fluidity so the power is actually worth the purchase. It just feels completely half done in play.


 

Posted

Quote:
Originally Posted by Steel_Brigade View Post
It wouldn't take much (i don't believe) to improve ninja run for fluidity so the power is actually worth the purchase.
Oh, you don't, eh? Just so we know what context to take this post in, do you actually have any idea what is involved in creating the animations?

For a contrasting position, I was quite impressed by the number and detail of the animations implemented and posted to that effect.


Paragon City Search And Rescue
The Mentor Project

 

Posted

It should also be noted that if you fall off a ledge while running, no different animation plays. Whereas if you're "normal" running and fall off a ledge, you'll go into a falling animation(looks like the end of the "normal" jump animation or sometimes an arms-flailing animation), but while Ninja Running you'll just.. keep running. In the air.

Might want to take a look at that, too.

EDIT: Oh, nevermind, it seems like there's a patch on test that deals with this particular issue.


 

Posted

Quote:
Originally Posted by Ironblade View Post
Oh, you don't, eh? Just so we know what context to take this post in, do you actually have any idea what is involved in creating the animations?

For a contrasting position, I was quite impressed by the number and detail of the animations implemented and posted to that effect.
You'll have to keep in mind that this is a suggestion, not a tiff or any excuse for someone to pick a fight. Perhaps it would be more beneficial to aim your question toward the devs instead of trying to invalidate my suggestion by questioning my technical experience with game design and animation. The devs would be the best source to respond as to, if, and what, challenges "they" face by filling in the ninja run animations. Do you know what goes into the animation process? If so, share - if your interest is in educating everyone. That would be great!

Not to mention, if you're superbly impressed as the power stands, imagine how you'd be wow'd when it's more fluid. I'm a DVFP student and I work with game animators. I understand that the ninja run animation tweak i'm suggesting can happen even though it wouldn't be high priority.

Hopefully they'll give it another look - i've subscribed to Cox day one (along with many other old school Cox supporters) and enjoy the product and the work the devs and designers have put into it. This suggestion is fair and reasonable.

-appreciated.


 

Posted

Quote:
Originally Posted by Kyasubaru View Post
It should also be noted that if you fall off a ledge while running, no different animation plays. Whereas if you're "normal" running and fall off a ledge, you'll go into a falling animation(looks like the end of the "normal" jump animation or sometimes an arms-flailing animation), but while Ninja Running you'll just.. keep running. In the air.

Might want to take a look at that, too.

EDIT: Oh, nevermind, it seems like there's a patch on test that deals with this particular issue.
Sweet... i'm gonna have to check that out as well.. thx Kya


 

Posted

I, for one, would very much like to see the torso shape fixed from its contortion while mid-jump. Looking at a character from the side while jumping (female characters, at least) shows an S-shaped torso that looks like a horrid case of a bent spine.

Making the power a bit more fluid is a good idea as well


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