Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if you're looking for animations I can't help but recommend this:
Grimdawn Reborn 2.0
https://www.nexusmods.com/grimdawn/mods/71
he's done an amazing job at animations.
But im specifically talking about character animations, not vfx (the way characters body moves when he/she is doing something). The game, with recent updates, have some nice vfx for almost all skills (some older ones are quite bad tough, like Blade Trap)
Spells and abilities in this game, in my opinion, for the most part has an unsatisfying feedback. This is a combination of lacking animations and sounds. An example for sound is once again, throw dagger skill (forgot the name) for Nightblade. That thing is quite bad.
Animation and sound are pretty tough (IE expensive) to get just right from what I understand. We might see more improvements as the game continues to get ready for Xbox release but I'm not sure I would hold my breath for anything in particular.
It seems very small indie studios can achive great animations (look at Killsquad or Battle Rite). However, sound seems more of an issue.
Grim Dawn is lacking many sounds; including some boss spawn animations and many monster special attacks doesnt seem to have a sound at all. (Aether Obelisk transform for instance, doesnt even have a sound) I'm not sure we can see an improvement with this department. But i'm hopeful for animation updates.
I'm not necessarily disagreeing but Stunlock (Battlerite) has 3.5 times as many employees as Crate with 3(?) games released and Novarama has more than twice as many employees, 11 games released, had an exclusivity agreement with Sony Computer Entertainment Europe as their publisher for a while, physical goods sold to children with their children's games ($), and a bloody animated series (in 17 languages).
Crate has one released game, 13-employees (was 2 or 3 for many years - and only one animator AFAIK), and is so determined to remain independent that they're telling investors with suitcases of money to get off their lawn.
...not that I expect everyone to hang around long enough to pick this kind of trivia up. :x
If not this game, next time around. As implied above, Crate seems determined to make itself a long-term endeavor. I suspect they'll continue to improve steadily as time goes on.
man, you're just full of all kinds of fun facts today!
There are already some very nice and smooth NON-character animations in game (Malmouth last boss dungeon has some animated terrain elements, suffering souls etc.). Lots of monsters have a few nice animations.
As i already stated, Oathkeeper skill animations are miles better than old generic animations.
So the animator (if she/he is only one person) already did some really good job lately. Since main character is what we see all the time, i would personally focus on make us look cooler. I'm mostly talking about:
-Idle animations (character stands like a robot, sometimes looking right side pointlessly)
-Maybe slight improvement to movement animations (This is mostly ok)
-Mostly spell cast animations (It should just be a few animations, like hands up to sky (summon, cast meteor etc.), throw some projectile animation, and war cry like animation (like in Diablo 3)
-Attack animations are quite ok, altough they seem like lacking a bit weight, especially with heavy looking weapons.
EDIT: OH DEFINITELY THIS: There is NO off-hand item (tomes, orbs) hold pose, not at all! Same with two handed ranged weapons. They are just attached to primary hand. I think they look really ugly and they REALLY need a hold weapon pose for idle.
I see, however, as i said he/she already achived some very noticable improvements over the years. Most noticably Oathkeeper and expansion creature animations. I'm only talking about single character, which is the main character, the most important of all.