regular fire seems like it needs more "oomph" to it. The burst fire seems good though.
regular fire seems like it needs more "oomph" to it. The burst fire seems good though.
Yeah, pistol slides whip back so fast you almost don't even see it. Almost, though. You can see it, just not so clearly.
Actually I always slow down the cycling in my animations a little bit. I like it to be very visible
True. But it also depends on what manufacture of 1911 you are using. Some have lighter slides and/or heavier recoil springs. It's quite variable. I just feel like that animation was too slow even for a 1911.
Having fired a 1911 myself, the slide is still a lot faster than in that video. Pistols should recoil with a quick, jerk-snap motion in the hand, as well. By no means should it be a smooth motion. Recoil needs to be a visceral experience for the player, it makes shooting more fun. Bad company 2 is a great example of this.
Jesus christ guys. I told you I slow it down intentionally.
And ExAm, there is so much more to the "experience" than animation. If you looked at bad company 2's pistol firing animation, the recoil is extremely light. Its the sound, camera wobbling, particles, and environmental effects that make the "experience". I cannot capture all of that with animation alone.
I also don't understand why gaming companies don't add random movement to the shooting (moving the arm up / down / left /right)...or even better to every animation. Imagine a fighting game where all animations look unique![]()
It might be interesting if done via overlay, but when firing in fully automatic you are essentially repeating one animation over and over in quick succession (usually), or in the case of your idea it would be multiple animations. Therefore it could come out with some jerky results if animation A following animation B is the "opposite" of its predecessor. If that makes any sense. Basically it could be done, possibly should be done, but it seems like most devs don't want to bother with making it seamless.
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