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Aesthetic Decoupling

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charlieranger
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Aesthetic Decoupling

Just a quick question. If I pick ranged damage for my primary powerset, will I be able to have him equip a sword and/or shield in the costume creator? Same goes for a melee character. Would I be able to equip a rifle in the costume creator?

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I should hope so. A shield

I should hope so. A shield is primarily defensive, but that doesn't mean it has to be effective enough to be represented by powers. A sword is a melee weapon, but a wizard might channel his powers through it. And an unloaded rifle is a melee weapon. Too many possible exceptions to the general rules to lock them into the costume creator.

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charlieranger
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I agree, but I don't recall

I agree, but I don't recall anyone mentioning this specifically. Usually there is a bit of discussion about specific costume items and maybe some animation of parts discussed, but ive seen very little about preferences in the actual character creator interface.

syntaxerror37
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I think it's going to be a

I think it's going to be a case by case situation, evaluating whether it makes enough sence to have a weapon/animation work for both melee and ranged.

I know it was already mentioned firing off ranged attacks via martial arts (like firebending in Avatar), so using a sword isn't too far removed from that. A shield could work as a focus for blasts, or just thrown. A rifle for melee is probably a bit more sketchy, but not impossible. Perhaps with a combination of rifle-but and point blank shots. At the very least it could make a good assault set animation.

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Since there are examples in

Since there are examples in the KS update of people shooting fireballs from guns and swords, I should think that this will be possible. Another question is whether costume options will be restricted if a power set does not (yet) have the appropriate animation or if the onus will be on the player to choose costume and animation options that won't look unwieldy.

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In my question re: this

In my question re: this before the answer to both from Tyche was "yes".

To what extent is yet in question.

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Darth Fez wrote:
Darth Fez wrote:

Since there are examples in the KS update of people shooting fireballs from guns and swords, I should think that this will be possible.

...Which video/image/update/derp was this? I'd love to see it for the sake of seeing something cool.

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AAlbusUUmbra wrote:
AAlbusUUmbra wrote:

Darth Fez wrote:
Since there are examples in the KS update of people shooting fireballs from guns and swords, I should think that this will be possible.

...Which video/image/update/derp was this? I'd love to see it for the sake of seeing something cool.

[url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/625583]Number 12[/url] is the one I think DF was speaking of.

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I've been really hoping for

I've been really hoping for an Art/Tech update on this and the decal placement features. I have high hopes :p

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Well, to give you an idea, to

Well, to give you an idea, to save time during development we have been using the FPS animations, holding a gun, for everything.

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charlieranger
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Thank you sir. That is

Thank you sir. That is exactly what I was looking for!

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Doctor Tyche wrote:
Doctor Tyche wrote:

Well, to give you an idea, to save time during development we have been using the FPS animations, holding a gun, for everything.

I'm not in the game development loop, what does that mean?

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desviper wrote:
desviper wrote:

Doctor Tyche wrote:
Well, to give you an idea, to save time during development we have been using the FPS animations, holding a gun, for everything.

I'm not in the game development loop, what does that mean?

Unreal is natively a first person shooter game, so they are just using the stock animations of "dude with a gun shooting said gun" as they test and work things out.

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meaning other animations will

meaning other animations will be applied once a method is decided upon, right?

But how does that affect the origin of a particle effect?

I'm out of the loop :p

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desviper wrote:
desviper wrote:

meaning other animations will be applied once a method is decided upon, right?
But how does that affect the origin of a particle effect?
I'm out of the loop :p

Well, if they are already using a gun for every power, it's not too far fetched to have a gun animation for most powers latter on down the line.

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But what about the reverse,

But what about the reverse, which is the question of OP I believe? Could a gun power (or any other) be applied to a non-gun weapon or area (Fembots ;) )

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Wrong question. There is no

Wrong question. There is no 'gun power'. There may (most likely will), however, be gun animations.

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is that like? ...

is that like? ...

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SPOON!

SPOON!

(sorry, Tick moment ^_^)

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Darth Fez wrote:
Darth Fez wrote:

Wrong question. There is no 'gun power'. There may (most likely will), however, be gun animations.

Okay, fine, but the question at hand is, will a ballistic/impact/concussives set/[insert appropriate term here] be able to have its particles, effects, and related customizations applied to a sword or other non-ballistic origin.

I'd like to extend the question to other parts of the body and non-weapons.

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That is the stated intent.

That is the stated intent. Naturally it is anyone's guess which animations will be available at launch and how soon, or how long, after launch any other animations will be available. That is likely to be the major bottleneck.

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Foradain wrote:
Foradain wrote:

AAlbusUUmbra wrote:
Darth Fez wrote:
Since there are examples in the KS update of people shooting fireballs from guns and swords, I should think that this will be possible.

...Which video/image/update/derp was this? I'd love to see it for the sake of seeing something cool.

Number 12 is the one I think DF was speaking of.

I just read up on this Kickstarter update, and I want to hightlight a notable paragraph that allays a big concern I had about choosing animations:

Each different animation will have the same overall timing, making sure that no matter the animation you choose, you will have no change in game performance. Whether you use a gun or a fist to shoot your fireball, the time you take to launch it and the game-mechanics effects will be identical.

My fear was that animation times might vary between animations for a given power, thus making them part of the min-maxing performance metagame. If the devs stick to keeping the various animations in line with one another for each power, this won't be an issue.

In CoH, once you started stacking up recharge, animation time was one of the limiting factors of how much damage a powerset could crank out. I think it would be a tragedy if your choice of animation in CoT factored into this, but thankfully, it looks like that will not be the case. No player should have to choose between performance and aesthetics.

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If I can't shoot someone with

If I can't shoot someone with my sword I will disappoint

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

If I can't shoot someone with my sword I will disappoint

You Mean like this?
http://youtu.be/zLrSWWX07Qw?t=1m29s
[img]http://i.imgur.com/WKt5Eox.png[/img]
THUNDER!
THUNDER!!
THUMPER CATS!!!
HEYOOOOO! ;D

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Plexius wrote:
Plexius wrote:

Foradain wrote:
AAlbusUUmbra wrote:
Darth Fez wrote:
Since there are examples in the KS update of people shooting fireballs from guns and swords, I should think that this will be possible.

...Which video/image/update/derp was this? I'd love to see it for the sake of seeing something cool.

Number 12 is the one I think DF was speaking of.

I just read up on this Kickstarter update, and I want to hightlight a notable paragraph that allays a big concern I had about choosing animations:
Each different animation will have the same overall timing, making sure that no matter the animation you choose, you will have no change in game performance. Whether you use a gun or a fist to shoot your fireball, the time you take to launch it and the game-mechanics effects will be identical.
My fear was that animation times might vary between animations for a given power, thus making them part of the min-maxing performance metagame. If the devs stick to keeping the various animations in line with one another for each power, this won't be an issue.
In CoH, once you started stacking up recharge, animation time was one of the limiting factors of how much damage a powerset could crank out. I think it would be a tragedy if your choice of animation in CoT factored into this, but thankfully, it looks like that will not be the case. No player should have to choose between performance and aesthetics.

Thankfully animations can run at different speeds. Think of it as a "speed-range" at which an animation looks good. Virtually any power which falls in to that range can use that animation.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Thankfully animations can run at different speeds. Think of it as a "speed-range" at which an animation looks good. Virtually any power which falls in to that range can use that animation.

That is too cool! If I'm interpreting this correctly, it means that rather than having animations made specifically for each power, each power can simply use any animation that is suitable for its animation speed. This seems very flexible as it could allow new animations to automatically apply to every power having an appropriate animation speed for it, and it could allow for minor tweaks to a power's animation speed without having to refactor animations for it.

I like it. I like it a lot.

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Izzy wrote:
Izzy wrote:

notears wrote:
If I can't shoot someone with my sword I will disappoint

You Mean like this? http://youtu.be/zLrSWWX07Qw?t=1m29s
THUNDER!
THUNDER!!
THUMPER CATS!!!
HEYOOOOO! ;D

http://cdn.instructables.com/FMM/32VW/FT1814EO/FMM32VWFT1814EO.MEDIUM.jpg

I'm thinking something more like this :3

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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