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My List of Suggested Animations

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mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#1
Hello, there is a few simple animations I feel would add a lot of detail, atmosphere and personality to the game:

  • Researchers flipping a page every once in a while when they research. (Simple to do but effective)
  • Unique reaction from individual creatures when they are slapped (unique flinching animation).
  • Cultists continuously bowing down in Sanctuary, or either kneeling down or sitting on the floor cross-legged.
  • Cheering animations for anybody watching fights in the arena (like in dungeon keeper). Raising fists and whatnot.
  • Succubus having slightly suggestive animations when working in the torture chamber so it is not the same constant torturing animation.
  • Idle animations for units to give them more personality.
  • Chunder giving a big belch after eating something.
  • Animations for when units are unhappy and sulking or angry. (like succubus stomping her foot on the ground with her head sulking)
  • Dangling animations from the hand (I know this was planned but saying it anyway)

I feel that each and every one of these would work wonders for the game. I hope I gave some good and simple animations you could implement. I might post more when I can think of some more.
 

mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#4
They might say the work would better be put elsewhere. But I would much rather the game have more animations than the creatures not showing much reaction to anything.
 
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Nutter

Frost Weaver
WFTO Founder
Jan 19, 2013
2,453
1,092
615
29
Huddersfield, UK
nutter666.tumblr.com
#5
They might say the work would better be put elsewhere. But I would much rather the game have more animations than the creatures not showing much reaction to anything.
These kinds of things would go a LONG way towards adding personality to creatures, etc. But a month before release.. this just isn't going to happen.. there isn't really anything to stop it being added after release (if the dev team wanted to), but in terms of getting it in before release.. there really is no chance.
 
Jan 3, 2013
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#6
These kinds of things would go a LONG way towards adding personality to creatures, etc. But a month before release.. this just isn't going to happen.. there isn't really anything to stop it being added after release (if the dev team wanted to), but in terms of getting it in before release.. there really is no chance.
We are aware that all time devs currently have they plan to dedicate to Campaign/Bug fixing, so all new features and changes many of us would like to see, are not going to happen now. I believe the point of this topic is tell devs what many would love to see added after, since game still has enough room for improvements/changes/upgrades despite devs finding them, lets say ''unworthy'' of the effort.
 
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mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#8
These kinds of things would go a LONG way towards adding personality to creatures, etc. But a month before release.. this just isn't going to happen.. there isn't really anything to stop it being added after release (if the dev team wanted to), but in terms of getting it in before release.. there really is no chance.
Well I really hope that they see these kind of things as stuff worth putting in later.
 
Likes: Valhallaist
Jan 3, 2013
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#10
I am concerned about the game's replayabilty value. A lack of enough distinct creature personality may lessen that factor. Unless the devs continue to target multiplayer gamers, who probably won't need any of this stuff to keep returning.
So am I. I believe it all depends on how much Editor will do, how moddable the game will be and how many features it will support. This is the reason why I asked about additional player support, more enhanced editor in future and more flexible campaign - these are things we never got from DK2, but can hope to get in WFTO instead.
 

mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#11
I would like to hear from the devs about what kind of animations will probably eventually be in the game but I'm also afraid of being disappointed. I strongly feel like it wouldn't be a waste of effort.
 
Feb 1, 2014
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#12
I think the problem is not that its a waste of effort, its just that there are vital things that still need to be done. However I would really like to see these things in the game, maybe in a later patch or even DLC, so I encourage you to keep updating the list. If I may add some of my own I would suggest : Augres looking at the dungeon map in the garrison (which would be the minimap of the owner), beasts having "friendly" fights between them when resting in the den and creatures having unique animations for being in the prison.
 

mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#13
I think the problem is not that its a waste of effort, its just that there are vital things that still need to be done. However I would really like to see these things in the game, maybe in a later patch or even DLC, so I encourage you to keep updating the list. If I may add some of my own I would suggest : Augres looking at the dungeon map in the garrison (which would be the minimap of the owner), beasts having "friendly" fights between them when resting in the den and creatures having unique animations for being in the prison.
I think that DLC for basic animations would be a bad move. I don't mind seeing a patch for them post-release though. Maybe DLC for more customized animations even further down the line I would be okay with though.
 

Noontide

Designer / Community Manager
Brightrock Games
Dec 8, 2012
2,142
1,776
700
Brighton, UK
#14
Well I really hope that they see these kind of things as stuff worth putting in later.
I think we can all agree that additional attention to detail is something we'd like to put or time and energy into but at the moment all focus is on finishing the game. We have a lot of units with very unique skeletal structures which require individual animations and while we do have a huge selection of animations available, just not in the game yet, they all have to be able to do the very basic things first.

I would like to hear from the devs about what kind of animations will probably eventually be in the game but I'm also afraid of being disappointed. I strongly feel like it wouldn't be a waste of effort.
For release:
  • Researchers flipping a page every once in a while when they research - Unfortunately not, too costly
  • Unique reaction from individual creatures when they are slapped - As above, however all units will have unique VO for this
  • Cultists continuously bowing down in Sanctuary, or either kneeling down or sitting on the floor cross-legged. - Confident this will be in
  • Cheering animations for anybody watching fights in the arena (like in dungeon keeper). Raising fists and whatnot. - Currently not, no job for watching the arena
  • Succubus having slightly suggestive animations when working in the torture chamber so it is not the same constant torturing animation. - Succubus will have a torture animation
  • Idle animations for units to give them more personality. - Not on release, units spend a lot of time moving between jobs, eating, sleeping or working anyway :)
  • Chunder giving a big belch after eating something. - All units have a unique eating animation in the Tavern
  • Animations for when units are unhappy and sulking or angry. - Sadly too costly for release
  • Dangling animations from the hand - Very confident about this, animation meeting today :)

So essentially on release all intelligent units:

  • Walking
  • Running
  • Eating in both Slaughterpen and Tavern
  • Work animations in most cases
  • Lots of Combat animations for basic attacks, abilities etc.
  • Being Tortured
  • Sleeping
And possibly some things I've overlooked :p

We'll certainly look at the possibility of more animations post-release and yes we'd patch them into the game when we have them.
 
Last edited:

mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#15
I think we can all agree that additional attention to detail is something we'd like to put or time and energy into but at the moment all focus is on finishing the game. We have a lot of units with very unique skeletal structures which require individual animations and while we do have a huge selection of animations available, just not in the game yet, they all have to be able to do the very basic things first.



For release:
  • Researchers flipping a page every once in a while when they research - Unfortunately not, too costly
  • Unique reaction from individual creatures when they are slapped - As above, however all units will have unique VO for this
  • Cultists continuously bowing down in Sanctuary, or either kneeling down or sitting on the floor cross-legged. - Confident this will be in
  • Cheering animations for anybody watching fights in the arena (like in dungeon keeper). Raising fists and whatnot. - Currently not, no job for watching the arena
  • Succubus having slightly suggestive animations when working in the torture chamber so it is not the same constant torturing animation. - Succubus will have a torture animation
  • Idle animations for units to give them more personality. - Not on release, units spend a lot of time moving between jobs, eating, sleeping or working anyway :)
  • Chunder giving a big belch after eating something. - All units have a unique eating animation in the Tavern
  • Animations for when units are unhappy and sulking or angry. - Sadly too costly for release
  • Dangling animations from the hand - Very confident about this, animation meeting today :)

So essentially on release all intelligent units:

  • Walking
  • Running
  • Eating in both Slaughterpen and Tavern
  • Work animations in most cases
  • Lots of Combat animations for basic attacks, abilities etc.
  • Being Tortured
  • Sleeping
And possibly some things I've overlooked :p

We'll certainly look at the possibility of more animations post-release and yes we'd patch them into the game when we have them.
When you say too costly for flipping pages and slapping reactions do you mean for release? Or does that mean they probably won't ever be put in the game?

Edit: never mind. I didn't see the words For Release at the top of your post.
 
Likes: Noontide

mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#16
I think we can all agree that additional attention to detail is something we'd like to put or time and energy into but at the moment all focus is on finishing the game. We have a lot of units with very unique skeletal structures which require individual animations and while we do have a huge selection of animations available, just not in the game yet, they all have to be able to do the very basic things first.



For release:
  • Researchers flipping a page every once in a while when they research - Unfortunately not, too costly
  • Unique reaction from individual creatures when they are slapped - As above, however all units will have unique VO for this
  • Cultists continuously bowing down in Sanctuary, or either kneeling down or sitting on the floor cross-legged. - Confident this will be in
  • Cheering animations for anybody watching fights in the arena (like in dungeon keeper). Raising fists and whatnot. - Currently not, no job for watching the arena
  • Succubus having slightly suggestive animations when working in the torture chamber so it is not the same constant torturing animation. - Succubus will have a torture animation
  • Idle animations for units to give them more personality. - Not on release, units spend a lot of time moving between jobs, eating, sleeping or working anyway :)
  • Chunder giving a big belch after eating something. - All units have a unique eating animation in the Tavern
  • Animations for when units are unhappy and sulking or angry. - Sadly too costly for release
  • Dangling animations from the hand - Very confident about this, animation meeting today :)

So essentially on release all intelligent units:

  • Walking
  • Running
  • Eating in both Slaughterpen and Tavern
  • Work animations in most cases
  • Lots of Combat animations for basic attacks, abilities etc.
  • Being Tortured
  • Sleeping
And possibly some things I've overlooked :p

We'll certainly look at the possibility of more animations post-release and yes we'd patch them into the game when we have them.
Also, wasn't watching the arena planned as something that units will do?
 

Alendor

Lead Animator
Jul 6, 2012
20
19
145
35
#17
None of your animation suggestions are a "Waste." Every animation that adds character to a unit has value. Unfortunately as Noontide has correctly pointed out. Time allowances do not cooperate with implementing many of those animations as suggested. Many of them were identified pre-kickstarter campaign, among others, and were dropped due to low priority/time.

The varying skeletal structure between all of our units unfortunately leaves very little room for reusing animations between units and maintaining a consistent level of quality. As of right now we are working on getting all the game play based animation to provide full unit functionality for release.

They are items that we are aware of and would like to revisit post release. However until we arrive at that destination their inclusion is pure speculation at this point.

To provide a little transparency to our animation process/decision making, we have roughly 40 or so units in game (don't quote me on this). (not including traps rooms, environment items etc.) each unit has roughly 15 animations to them. That comes out to almost 600 animation assets for the units alone.

On average your looking at about 8-16 man hours of labor for each animation.

At 12 hours per. 7200 man hours of labor for our full animation load, at 8 hour work days, that comes out to roughly 900 days of labor.

Adding just one more animation to all units (like cheer for example). would add 40 more animations, 480 man hours, or 60 days of labor to our department's work load.

As such the decision was made early on that these animations would be low priority, and as such would not make it into release.
 

mishko

Witch Doctor
WFTO Founder
Feb 27, 2012
866
238
440
25
Michigan
#18
None of your animation suggestions are a "Waste." Every animation that adds character to a unit has value. Unfortunately as Noontide has correctly pointed out. Time allowances do not cooperate with implementing many of those animations as suggested. Many of them were identified pre-kickstarter campaign, among others, and were dropped due to low priority/time.

The varying skeletal structure between all of our units unfortunately leaves very little room for reusing animations between units and maintaining a consistent level of quality. As of right now we are working on getting all the game play based animation to provide full unit functionality for release.

They are items that we are aware of and would like to revisit post release. However until we arrive at that destination their inclusion is pure speculation at this point.

To provide a little transparency to our animation process/decision making, we have roughly 40 or so units in game (don't quote me on this). (not including traps rooms, environment items etc.) each unit has roughly 15 animations to them. That comes out to almost 600 animation assets for the units alone.

On average your looking at about 8-16 man hours of labor for each animation.

At 12 hours per. 7200 man hours of labor for our full animation load, at 8 hour work days, that comes out to roughly 900 days of labor.

Adding just one more animation to all units (like cheer for example). would add 40 more animations, 480 man hours, or 60 days of labor to our department's work load.

As such the decision was made early on that these animations would be low priority, and as such would not make it into release.
Thank you for your reply. I really appreciate it. That really does sound like a lot of work so I can definitely see why the time until release would be unrealistic for all of the animations you want in the game. I am pleased to hear that animations will be revisited post-release.
 

Psycix

Dryad
WFTO Founder
Jan 9, 2013
834
305
395
#19
I think that the lack of animations is the largest factor that can make the game subconsciously feel unfinished and unpolished. Responsiveness of the creatures is what makes the game feel alive, and DM-games simply rely heavily on that atmosphere.
What I'm trying to say is that this might have more priority than one may think.

Thanks for the reply, I hope you guys find time to squeeze in as many animations as possible.
 

dempcey

Blood Imp
Mar 5, 2015
3
0
5
51
#20
Oh aye! Interacting with the creatures is what made the game DK, tis truly the heart of DK (no pun intended).
When one picked up a creature, it swung back and forth in the claw grunting it's own fashion of disapproval with a "Ewww" Troll or an "Ahhh" from a Mistress.
The longed arm Trolls scurrying with a hammer raised while dragging his other arm on the ground when rushing to battle.
The somewhat cowardly Rogue and his sneaking animation.
And the celebrating in the casino, dancing, cheering and fireworks (How could you leave out a casino or some other entertainment?)
How can one have a pig without personality? More so when it knows it is going to be eaten? Pigs are now to tiny to have any sort of animation as chickens of old.

Please PLEASE game Dev's,.. I do not ever do this, but tonight I shall... I'm begging you don't become LAZY or CHEAP!
Put the heart of the game into WFTO! Creature animations are a must! As are their unique sounds, noises, grunts and cheers.

You are so very close to making a game worthy of my money in which I would happily pay again just to have the animations and sounds returned to the beloved creatures!
 
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