Template:Animations
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↑ 1.0 1.1 Video, 2022-06-30 (20:29).
↑ 2.0 2.1 Video, 2022-06-30 (21:19).
↑ Podcast, 2021-09-29 (47:57).
↑ Transmisja na żywo, 2020-02-28 (1:10:21).
↑ Transmisja na żywo, 2024-03-29 (1:55:14).
↑ 6.0 6.1 Transmisja na żywo, 2022-06-30 (53:33).
↑ Transmisja na żywo, 2020-12-22 (1:12:56).
- Combat is animation-driven to ensure it is impactful and responsive.[2]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[3][4]
- Skill animations are (generally) not impacted by the type of weapon equipped.[5]
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[2] – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[6] – Steven Sharif