Seems Alan Wake still has a bit of foot sliding. I wonder if they're still essentially playing an animation while moving the character "object" in a direction.
Surely someone's already come up with a system where the character object isn't directly moved but instead moved in relation to an anchor, ie anchor foot to ground, taking a step naturally moves the character, now the foot in front anchors to the ground as the foot behind lifts.
Done this way it would be cool to simulate slippery surfaces along with the ml animation models to get interesting "scrabbling for grip" effects like you see in the BD robots whenever they're kicked/on ice.
Something like that could work well with NPCs but would most likely introduce delay into the controls on the player character.
Basically gameplay beats the animation in this case. On top of this a lot of the time you don't see your characters feet or if you do you are not really focusing on that during gameplay and won't notice them sliding.
I suppose that's true. I just find it jarring that they've made their decisions for that based on reactivity whereas the entire visual style/physics etc are all "realistic".
Once we figure out how to render games in true photorealism, it's gonna be so interesting to see how often studios make these sorts of stylistic/practical choices with animation.
As I posted elsewhere, foot sliding is a solved issue technically. But you have to balance every single decision in game design against things like cost per frame and responsiveness.
This isn’t some gotcha that the game devs didn’t notice or don’t know how to fix. It’s one they likely either decided had drawbacks or wasn’t an issue in practice.
Seems Alan Wake still has a bit of foot sliding. I wonder if they're still essentially playing an animation while moving the character "object" in a direction.
Surely someone's already come up with a system where the character object isn't directly moved but instead moved in relation to an anchor, ie anchor foot to ground, taking a step naturally moves the character, now the foot in front anchors to the ground as the foot behind lifts.
Done this way it would be cool to simulate slippery surfaces along with the ml animation models to get interesting "scrabbling for grip" effects like you see in the BD robots whenever they're kicked/on ice.