top of page
執筆者の写真Wu Guanyu

Combat Design 2 - Animation Deconstruction

Skeletal Mesh

Rigged Body

Skeleton

System will track the location information of skeleton.

Root Bone: Animations are driven by the Skeletal Mesh's Skeleton, which is composed of bones. The Root Bone is the Skeleton's foundational bone; unlike other bones, the Root Bone is not built to represent an element of the Skeletal Mesh, like a leg or arm, but rather, is a reference point for the entire skeletal structure. Some animations do not have any animation data on the Root Bone, it remains stationary and grounds the skeleton and the animation to a single point, while others animate the Root Bone to follow the animation's displacement in 3D space.


Root Bone





One of the many single photographic images in a motion picture.


The number of frames on screen per unit of time.


A drawing or shot that defines the starting and ending points of a smooth transition.

Computer will finish the interpolation during the phase, if key frames are noted.


The number of times per second that device displays a new image.


Use the seconds not frames as the time unit while developing.


One block represents one frame, progressing from left to right.


The key frames of action which will cause damage to targets.

Hit-Frame as it's called in game, or more commonly known as Hit-lag, is an effect used by a lot of action combat games that slows down either the game itself, or just the character animation, for a few frames when you land an attack.

Hit box: damage calculation will last for a bit of frames.


System will not accept any input or command while players are executing an attack action.


Cancel the frezze frames of combo phip precast & combo ship backswing, and these freeze frames will be replaced by high priority actions.



Normally players are willing to cancel, which means use new actions to replace the recovery phase of former actions, in order to realize continuous attack actions.


High-speed combats are commonly prefer the way which breaks the former action rather than mix these actions, because it will slow down the pace of combat.


Attached on environment, objects or other characters and will not directly be involved into the calculations of attacks.

Hurt Box/ Hit Box/ Throw Box

The setup of collision boxes must based on the analysis of every characters.



Will trigger special events in specific frames.

Hit Box Active: activate the calculation of attacks.

Attrubute: Character effect, which means the special status of characters eg. SA(Super Armor),etc.


Last of all: How to focus on combat system when we are playing games?

· How do these characters(not only the characters which players control,but ENMs) attack?

· How do these characters interact with the environments, items and each other?

· What effect will be caused by these interactions?

· Which attack actions or movements of characters will be chosen under any specific conditions?

Eg. Sekiro: high difficulty, the Al of ENMs will actively get close to players.

DMC:Emphasis the performace of the combat, the AI of ENMs will choose to surround players rather than get close.

· Why this game sucks? How to improve the gameplay?

閲覧数:9回0件のコメント

最新記事

すべて表示

35. Composition Angle

This is the summary of Emilio Padulo's Level Design Master Class. · Theory · Theory 1. These are the angles that the player will be...

Comments


bottom of page