Howdy,

it's animation time again! This time around, I'd like to talk more about the way we look at character movement & animations.

RESPONSIVENESS BEATS VISUALS, EVERY SINGLE TIME

One of the things I can really appreciate in games is the feeling of responsiveness,

and the way character reacts to my commands every time I press the button.

That's why I think it's really important, to have swift immediate reactions to player actions. Animations needs to reflect it from the start.

FORWARD MOTION - ROLL

For example the roll - forward motion, that ÆBone mentioned in the earlier dev diary.

We went through several iterations, to improve responsiveness and speed over time, until it felt just right.

The roll forward anim process started with simple roll forward animation, beginning from "idle pose" through "roll anim" and back to "idle pose"

But this felt slow and unresponsive, so we cut the first&last few frames, which did the trick, and the overall feeling started to feel about right.

There is still things to improve and we will polish the things as we test them throughout the development.

We will keep forward motion linear, which will make it easier to scale speed and connect it to our multiplayer prediction server/client system.