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Ahh, that's a shame (for me).
The game looks really cool and I'm glad that many fans of their original game are looking forward to it.
But the NPCs not having animations for walking and just popping into place just throws me off too much, unfortunately.
I don't really know why it bothers me so much, but it does. To the point that my interest in the game just died because of it, which seems petty but I can't help it.
My loss, I guess. Thanks for answering!
P.S
If anyone reading this years from now or whatever and they did end up adding animations to NPCs and stopped them teleporting, please let me know!
I'll definitely re-add it to my wishlist and be interested in it again.
You can set your residents to use PCCs like the player does, but then they all become generic humans.
So then what's this? A censored version of Elona?
Can't censor what was never there to begin with. Elona didn't have walking animations for NPCs, either.
Even a two-frame walk cycle for every NPC for four directions would octuple the number of sprites needed. That's a lot of effort for not much payoff.
Like I said above, the best you can do is to set your residents to use PCCs, then mod in a bunch of PCCs. But no, that will not apply for generic NPCs out in the world.
I have to say that considering that the vast majority of games actually animate sprites, to the point where even the first Super Mario game on the NES had walking sprites, this whole excuse of it being too much work doesn't really hold up in my opinion.
The only games where you see basic unanimated sprites like that are on really, really old games for DOS or the AMIGA and other similar systems.
The lack of walking animations really makes this game look cheap imo, and it hurts its overall visual presentation which otherwise look pretty good.
It looks very lazy and off-putting.
This isn't a team of devs from some corpo.
This is a single guy, one artist, and two spriters.
I went and did a rough count of all the 1x1 npcs in the spritesheet. About 468 at current count. With a two-frame walking cycle, multiplying that by 7 (four directions, two frames, assuming the current sprites can be used for one of the down-facing frames), that's 3276 additional sprites needed. The actual PCCs used by the player and the gods are a 4 frame walk cycle for a total of 16 sprites per character, so that'd be even more ludicrous if one were to stick to that standard. That's a lot of extra work for the nebulous and completely subjective benefit of not "looking cheap". Cost vs benefit, doesn't add up.
This is doubly so when the game is clearly targeted at people who've played Elona judging by the kickstarter demographics, and for whom the standing sprites are actually a plus as they harken back to the old game.
Cope
Are you trolling? What true rougelike you've played has walking animation? These are basically turn based games, enemies only move when YOU move and if they have more speed, the essentially teleport around you each action you take. There's no point of walking animation for this, that would slow down the game play to a crawl. Did you even play the first game or any games of this genre?
Also, Dredmor has a much much much smaller selection of NPCs, with many different monsters just being recolours of each other. I would know, I was a pretty big Dredmor modder back in the day.