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Idle animations
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Idle animations (non-combat idle stances) will be selectible by players in the character creator.[2]
- Part of the feedback that we got from the tank demonstration when we were holding that two-handed sword was that people would like to see variants of the types of non-combat idle stances that can be had with certain weapons; and so we decided to introduce a variant of that with having the [sword] rest on the on the shoulder; and that is something that we'll be exploring further to see just how much runway we can get out of custom and/or selective idle stances.[2] – Steven Sharif
動作
- 戰鬥 is animation-driven to ensure it is impactful and responsive.[4]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[5][6]
- Skill animations are (generally) not impacted by the type of weapon equipped.[7]
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[4] – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[8] – Steven Sharif
Social animations
There are interactive social animations and emotes.[12]
Some animations will be agreed-upon emotes that you can initiate with other characters.[15]
- Q: Can we dance on tables?
- A: Technically the tables are in world, so yes...[16] – Steven Sharif
There may be emotes associated with mounts and pets, such as petting, hugging, or playing with them.[17]
- In alpha one you might have seen some of the anims on the rider of a horse that they went down and patted the side of the neck, or they would pet those; but those would be separate actions that you could potentially do as just additional emotes, but interfaces with a mount or pet that you have active.[17] – Steven Sharif
Gear appearance priority
Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[18][19][20]
- Only one item can show at a time, and that is determined by player choice.[21]
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will automatically swap in and out as required by the skill.[7][22][23][24]
- Players may toggle back and forth between using their ranged and melee slot for basic weapon attacks.[7]
- Idle animations will be selectible by players in the character creator.[2]
視覺效果
其他
引用
- ↑ 影片, 2023-03-31 (5:56).
- ↑ 2.0 2.1 2.2 2.3 直播, 2022-01-28 (39:30).
- ↑ 3.0 3.1 影片, 2022-06-30 (20:29).
- ↑ 4.0 4.1 影片, 2022-06-30 (21:19).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ 直播, 2020-02-28 (1:10:21).
- ↑ 7.0 7.1 7.2 直播, 2024-03-29 (1:55:14).
- ↑ 8.0 8.1 直播, 2022-06-30 (53:33).
- ↑ 直播, 2020-12-22 (1:12:56).
- ↑ 影片, 2023-11-30 (1:00:24).
- ↑ 影片, 2019-09-26 (0:0).
- ↑
- ↑ 13.0 13.1 訪談, 2018-10-20 (3:30:40).
- ↑ Ashes of Creation Twitter, April 4,2021.
- ↑ 15.0 15.1 15.2 直播, 2017-11-17 (53:02).
- ↑
- ↑ 17.0 17.1 直播, 2022-04-29 (1:04:52).
- ↑
- ↑
- ↑ 直播, 2018-06-04 (19:48).
- ↑ 21.0 21.1
- ↑ 直播, 2022-09-30 (49:16).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ 訪談, 2018-05-11 (16:32).
- ↑ 直播, 2017-09-03 (48:56).