Hi all, today for the first time, we show to the public the new and re-engineered "grab enemy from back" move in "Test arena". We fixed ragdoll alignment problems we had in the past weeks.
Now we connect fighters using constraints and the result seems good and playable.
When you grab an enemy from behind he can't move for a little bit and then takes damage instead of you in frontal attacks.
Please stay tuned, new vid on weapons coming soon! Give us alot of feedback, especially on full gameplay vids ( like "2 rounds at Santangelo" ) and don't forget to track us!
Looking good! I really love what I'm seeing from this game except one thing. The proportions for the characters seem really odd. Their arms look too short. It looks really odd.. like their chickens.
Hello Darius, thank you for your feedback.
Please feel free to contribute to the discussion in "active ragdolls test" video comments. We are talking about arm length.
It's not just the characters arm length, its the entire body thats not proportioned. Your team has a very interesting project in the works, and it looks like there's a ton of hard work going into this, but make sure your art assets reflect this as well. There are a lot of steps your character artist can take into fixing these proportions, check through google for orthographs, or have someone whose more familiar with human anatomy create one for you. Best of luck
I'm sorry but i don't think the proportions of males are wrong,
our artist considered it vey carefully, especially in the design of Tony and T-Dog.
Do not be fooled by the FOV of the camera because it is dynamic and can sometimes alter the proportions.
This is true for the 2 characters Tony and T-Dog.
You can check ZBrush seeing of T-DOG model as example.
An exception is made for Mickey.
in this case ( it is true, you are right ) the proportions are a little bit different than the "ideal proportion male" you are talking here.
But this is exactly the desired effect, because we wanted to inspire to a particular character in real life (guess who?) mirroring perfectly his fisinomia,
and yes, he is exactly the same, including proportions (I doubt that have noticed it in many, if not people with the "mindset" of the standard character artist;-) congratulations! )
Our game whant to have a very personal style that tends to realism, including error in human figures, that are common in real life... you may like it or not, ( and you have to see paolino or Ewan characters! ) but our characters are not "action figures" so common and standardized in mainstream games...
p.s.. for those who had guessed who is the real life guy who is the source of our inspiration... I add that this is the aspect that he had 3 or 4 years ago ... now it's back a bit 'more' in shape!
yeah the style is very different from what I had imagined, those characters are very well done, but are these the same characters you have in the video?
Sure, they are exactly the same.
As I said, some videos are probably somewhat distorted by the FOV (in our game is dynamic, though it probably will be configurable, although when you play you don-t notice it ) and also wrestlers are almost always on guard position and this is another reason why they seem a bit with thin shoulders and short arms. When we will introduce new gesture animations and provocation and match enter walks ( scheduled for this week ) then you will see them much more relaxed, and you'll realize that they look like the model in tpose;-)
btw, the animations look great. Are you using motion capture? or did you animate that by hand. It looks really well done.