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Discuss: Developer's Workshop - Animation Blending

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Shadow Elusive
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Discuss: Developer's Workshop - Animation Blending

Another developer's workshop. We may or may not be teasing you with these graphics.

Read the Developer's Workshop here

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Really nice....how well does

Really nice....how well does this work with weapons?

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if this is the actual game it

if this is the actual game it looks like city of heroes and a semi realistic cinematic 3d movie had a love child.
And is about to tell its parents to go sit down and retire.

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Nice update. I really like

Nice update. I really like the second gif. All it needs is "Round One. Fight" at the top. =P
I have two little complaints though:
The transition from flip to flight looks soooo awkward (run->jump->flip seems pretty good though) and SSM's sliding while kicking in the first gif is a bit off-putting.
But I'm somewhat sure you'll hammer these bumps out eventually... just wanted to let you know.

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How bad could I possibly be? Let's see...

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Nos482 wrote:
Nos482 wrote:

Nice update. I really like the second gif. All it needs is "Round One. Fight" at the top. =P
I have two little complaints though:
The transition from flip to flight looks soooo awkward (run->jump->flip seems pretty good though) and SSM's sliding while kicking in the first gif is a bit off-putting.
But I'm somewhat sure you'll hammer these bumps out eventually... just wanted to let you know.

Yes that's what happens when we have animations with Root Motion built-in. Becomes hard to gauge exact locations - hence why that awkward circle in the air!

Again, kinks. But kinks are meant to be figured out :P

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That all looked so good I had

That all looked so good I had to read the update twice just to stop looking at the gifs. Is this the intergration stuff you guys were worried about eariler? Combat looks amazing!

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Slightly off topic...

Slightly off topic....Rottweiler!!!

If I miss my guess this is the first rendered Paragon we see! We have seen art and concepts but an in the game rendering of a Paragon! Sure he's not Anthem but I'm excited!

P.S. AmeriKat the DOG is in the house!

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cloganart wrote:
cloganart wrote:

Nos482 wrote:
Nice update. I really like the second gif. All it needs is "Round One. Fight" at the top. =P
I have two little complaints though:
The transition from flip to flight looks soooo awkward (run->jump->flip seems pretty good though) and SSM's sliding while kicking in the first gif is a bit off-putting.
But I'm somewhat sure you'll hammer these bumps out eventually... just wanted to let you know.
Yes that's what happens when we have animations with Root Motion built-in. Becomes hard to gauge exact locations - hence why that awkward circle in the air!
Again, kinks. But kinks are meant to be figured out :P

Frankly if the animations in general look this good BEFORE you've spent the upcoming year "sanding down the rough edges" in beta testing then I continue to have high hopes for the launch version of this game. ;)

CoH player from April 25, 2004 to November 30, 2012

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You guys are killing me. I

You guys are killing me. I need this freaking game.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Hold on, does this mean that

Hold on, does this mean that someone with a seriously amped up dodge rating is going to be avoiding strikes like an agent from the Matrix?

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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Okay so which gifs are the

Okay so which gifs are the newer, more refined ones? because the first 3 seem comparably smooth.

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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🤤 looks like you guys are

🤤 drool - looks like you guys are really taking advantage of the UE features, which is honestly great. Thanks for the interesting update!

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Nice to see Rottweiler :)

Nice to see Rottweiler :)

Makes me curious how you're going to decide which fighting moves to put in. Taking cues from multiple other games with fighting moves? Street Fighter, Mortal Kombat, Tekken, Blade & Soul, etc?

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Nice update which confirms we

Nice update which confirms we'll have fun in using the aesthetic decoupling ^^ But i'm disappointed, i expected either a news on the second chance or the character creator or an alpha ^^

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It's look Soooo gooood !!

It's look Soooo gooood !!
But is that really Rottweiller or only Rotweiller's Mask and Belt on Simple Spandex Man?

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TitansCity wrote:
TitansCity wrote:

...i expected either a news on the second chance or the character creator or an alpha ^^

"Expect" must = "want". I'm going nuts with " want".

Looks good. Can't wait to play.

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

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Hero_Zero wrote:
Hero_Zero wrote:

TitansCity wrote:
...i expected either a news on the second chance or the character creator or an alpha ^^
"Expect" must = "want". I'm going nuts with " want".

Oh no i didn't "want", i rather was "waiting for" ^^ Sorry for this mistake !

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There is a reason this is

There is a reason this is called a bit of a teaser.

Look carefully - this is your first real look at your game character. Check back a year. Look how things have changed.

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Lothic wrote:
Lothic wrote:

cloganart wrote:
Nos482 wrote:
Nice update. I really like the second gif. All it needs is "Round One. Fight" at the top. =P
I have two little complaints though:
The transition from flip to flight looks soooo awkward (run->jump->flip seems pretty good though) and SSM's sliding while kicking in the first gif is a bit off-putting.
But I'm somewhat sure you'll hammer these bumps out eventually... just wanted to let you know.
Yes that's what happens when we have animations with Root Motion built-in. Becomes hard to gauge exact locations - hence why that awkward circle in the air!
Again, kinks. But kinks are meant to be figured out :P
Frankly if the animations in general look this good BEFORE you've spent the upcoming year "sanding down the rough edges" in beta testing then I continue to have high hopes for the launch version of this game. ;)

+1000

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Okay holy freaking cow

Okay holy freaking cow between the last thing I saw that had gifs showing in game animation and this update, it seems like development took a whole new level in badass. While I agree with the sentiment that flight take off looks like it has some ironing out to do (flight take off animations must be HARD) this looks like exponential improvement.

Development is accelerating and I am craving this game.

Name: Safehouse
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Secondary: Invulnerability
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Safehouse wrote:
Safehouse wrote:

Okay holy freaking cow between the last thing I saw that had gifs showing in game animation and this update, it seems like development took a whole new level in badass. While I agree with the sentiment that flight take off looks like it has some ironing out to do (flight take off animations must be HARD) this looks like exponential improvement.
Development is accelerating and I am craving this game.

Yup, our Devs have... Leveled Up!

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Remember, that's a flight

Remember, that's a flight take off in the middle of a forward flip. The character is literally upside down when it engages. From a run, it's fine - that's a worst case scenario.

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Really impressive! It looks

Really impressive! It looks so awesome. I know sometimes I get frustrated when waiting to see the next update, but when I see it. you always blow me away!

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Ysangard wrote:
Ysangard wrote:

It's look Soooo gooood !!
But is that really Rottweiller or only Rotweiller's Mask and Belt on Simple Spandex Man?

I have a feeling you might be onto something!

Yes, that was a sample test

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cloganart wrote:
cloganart wrote:

Ysangard wrote:
It's look Soooo gooood !!
But is that really Rottweiller or only Rotweiller's Mask and Belt on Simple Spandex Man?
I have a feeling you might be onto something!
Yes, that was a sample test

He has a good knowledge of fur and other things xD
I'm not estonnished he noticed that ! Huhuhu

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My big thing about this,

My big thing about this, though, is that simple spandex man 2 is wearing something OTHER than simple spandex, and it's working for movement! Seeing a char model in a belt and mask shows a step up from just "model in spandex bodysuit".

Name: Safehouse
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Tertiary: Super Strength
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Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Look carefully - the falling

Look carefully - the falling down guy has one of the hairstyles we showed off a while ago.

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It has been my great pleasure

It has been my great pleasure to watch this game gel from concept to now a nearly finished project! Years of hard work is paying off.
I am so ready for this game. Seriously. I hope you guys all get rich with this game!

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Maybe I'm missing something

Maybe I'm missing something here, but I think the point is that these characters were put together using the current version of the character builder, and then we're looking at actual animations within the context of actual combat--which suggests integration is coming along very well.

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warcabbit wrote:
warcabbit wrote:

There is a reason this is called a bit of a teaser.
Look carefully - this is your first real look at your game character. Check back a year. Look how things have changed.

I was going to say I was NOT expecting this look and I LOVE it. Considered me teased!

Reward tactics as well as damage dealing.

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Looking great ! Am I correct

Looking great ! Am I correct to assume that Rottweiler's duck is part of the animation blending as Spandex Man's attack was a high circular kick to the head ? Will attack and responses to other areas "blend" in when there are multiple attacks in striking distance? What about when Spandex Man makes contact with Rotty's head vs a leg sweep, vs a thrust kick to the midsection etc? How about multiple attackers?
How much tweeking have you needed to do and are you able to create general cases or is this unique to the shown attack sequence? Does it feel sustainable considering the number of combinations possible? Would be cool if kb for ragdoll recognized the directionality of the final hit just a little. (Too much accuracy may not be as pleasing,actually. But that's just my opinion.)
I realize my questions are based on a premise which might be incorrect. Clarification would be appreciated.
Regardless, this is vastly improved from CoH. Thanks for all your hard work!

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MWM (and UE4), you continue

MWM (and UE4), you continue to justify my faith in you! (Also love the humour in the first GIF.)

A few questions:

1) You said this was a test of blending in cutscenes, but then you say the attacks are real in-game-use animations. Is there some element of what we're seeing here that applies only to cutscenes?

2) Why does the prone version of the characters in GIFs 1 and 4 remain on the ground when the GIF recycles to the start? Is that just a quirk of GIF creation?

3) What is GIF 3 illustrating? (Sometimes it's hard to tell whether the text is referring to the previous or the following GIF.)

Spurn all ye kindle.

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I need to clarify the bit for

I need to clarify the bit for Gif 3. One character is the default skeletal mesh, one the character blueprint. They are in perfect sync, which means both are working equally well.

and Pyromantic, I wondered when somebody would realize the connection between this and the chargen...tease!

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Shadow Elusive wrote:
Shadow Elusive wrote:

and Pyromantic, I wondered when somebody would realize the connection between this and the chargen...tease!

Is IT ready ? :D tell us tell us ! (by the way you've got a private message ^^ unable to send the mail )

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At this point all I really

At this point all I really have to say is:

Name: Safehouse
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Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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warcabbit wrote:
warcabbit wrote:

Remember, that's a flight take off in the middle of a forward flip. The character is literally upside down when it engages. From a run, it's fine - that's a worst case scenario.

Hey, what about a showing us what our character does when we turn around? In many games especially older ones like coh, our feet were basically glued to the floor ( as in our legs and feet remained stationary and idle, did not animate at all for turning around ) looked really bad and I never understood that or the mannequin faces we had there. I assume with this engine you wont cut corners with basic foot movements such as that.

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Looking good, Rottweiler must

Looking good, Rottweiler must be a gymnast with that front kick in GIF 2, one step closer to finding out his true identity xD

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That backhand move is so sexy

That backhand move is so sexy

City of Heroes:
Altruist, lvl 50 Invul/SS Tank
Ellodie, lvl 50 WP/Fire Tank
Omega Centauri, lvl 50 SS/Invul Brute
Project Carnivore, lvl 50 Claws/Regen Scrapper
Guardian, lvl 50 PB
Marc Century, lvl 50 Invul/EM Tank

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How the character (this could

From the update on facebook:

How the character (this could be your character) looks in an in-game cinematic cutscene test. Of course it may not be as close up due to the fact that character height matters, but it should give some sort of an idea.

Edit From Future: These were specific animations that were hand picked. The likelihood of complex animations on player characters is slim,due to the fact that sequencer is an ongoing project by even Epic Games, so customizing the sequencer on the go with the player generated animations and effects, through blending is a hard thing to pull of. Good part is, sick Camera movement and lighting is key in such situations.

And like someone suggested...Punching a goon alongside a game NPC might not be the worst thing to grace your screens. :P

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cloganart wrote:
cloganart wrote:

From the update on facebook:
How the character (this could be your character) looks in an in-game cinematic cutscene test.

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cloganart wrote:
cloganart wrote:

From the update on facebook:
How the character (this could be your character) looks in an in-game cinematic cutscene test. Of course it may not be as close up due to the fact that character height matters, but it should give some sort of an idea.

Nice it makes me wonder how say a cutscene would react if the character didn't use any of that sort of animation (if they were a ranger etc)

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Very Very Very cool stuff!

Very Very Very cool stuff!

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Deathwatch101 wrote:
Deathwatch101 wrote:

cloganart wrote:
From the update on facebook:
How the character (this could be your character) looks in an in-game cinematic cutscene test. Of course it may not be as close up due to the fact that character height matters, but it should give some sort of an idea.
Nice it makes me wonder how say a cutscene would react if the character didn't use any of that sort of animation (if they were a ranger etc)

I can't think of any instance where a hero, no matter their powers, wouldn't punch out, say, a mook if they were within punching range.

But likely they might have it set up to just use an attack action you have. Depending on how flexible they can make cutscenes.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

Deathwatch101 wrote:
cloganart wrote:
From the update on facebook:
How the character (this could be your character) looks in an in-game cinematic cutscene test. Of course it may not be as close up due to the fact that character height matters, but it should give some sort of an idea.
Nice it makes me wonder how say a cutscene would react if the character didn't use any of that sort of animation (if they were a ranger etc)
I can't think of any instance where a hero, no matter their powers, wouldn't punch out, say, a mook if they were within punching range.
But likely they might have it set up to just use an attack action you have. Depending on how flexible they can make cutscenes.

I mean the splits kick in particular, thats gonna hurt a good chunk of characters id think.

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Oh yeah, probably. But this

Oh yeah, probably. But this is just an example of what they can do, it's not necessarily indicative of a specific cutscene.

Edit: I assume this is more of a "this could be your hero and your animations!"

"Let the past die. Kill it if you have to."

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Rottie is a BEAST - that

Rottie is a BEAST - that spinning backhand looks like it hurts.

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cloganart wrote:

The eye candy. It begins...

I can't help but think of all the outside detractors that have been accusing MWM of having "nothing to show"--ignoring (or unable to comprehend) MWM's clear explanations that their development plan is modular and "guts first" and so the visuals will be the last superficial layer.

But things are about to begin to change. Those who only want--or can only comprehend--eye candy are about to begin to see (quite literally). And I think the "realistic-light", classic but semi-cinematic aesthetic that MWM has chosen is going to go over very well with the general public--and age decently too.

Sooooooo, so excited.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Project_Hero wrote:
Project_Hero wrote:

Oh yeah, probably. But this is just an example of what they can do, it's not necessarily indicative of a specific cutscene.
Edit: I assume this is more of a "this could be your hero and your animations!"

To add to this. It also indicates that MWM doesn't have to create specific animations for the cut scenes, instead they just tell the engine to use these "normal" animations in this specific sequence.

And as shown, the advantage extends beyond cut scenes into actual gameplay making the animations flow better into each other without the need to always go into a basic stance between each.

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Moreover, i will not be like

Moreover, i will not be like in other games where, most of the time, the cinematics show something you won't have in game :/ At least, here, it will represent what we'll have IG :)

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If this is your launch point,

If this is your launch point, then I am excited to see where you get it to after "sanding it down".

One of my favorite things is that the attacks look realistic and flow better than I have seen for other games.

It does make me want to ask about something that probably will NOT be available at launch, but maybe, down the line, could you guys look into skinning the various melee combats to look like specific martial arts. This flow could help with that since other games lack it. Again, this would be a down the line thing when you guys have more time.

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Culach wrote:
Culach wrote:

One of my favorite things is that the attacks look realistic

Not too much realistic i hope, it's a super hero game indeed ! We need super-heroic animations as well :)

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Amerikatt vs Rottweiler !!!

Amerikatt vs Rottweiler !!!

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So impressive!

So impressive!

I'm a prize fight fan, these battle sequences are fluid. When Rotty slips under the kick, just enough to stay in range for the counter, it looked perfect.

It's not just legs flying up to a target. You can see the entire body movement and positioning

RAN Ink

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warcabbit wrote:
warcabbit wrote:

Remember, that's a flight take off in the middle of a forward flip. The character is literally upside down when it engages. From a run, it's fine - that's a worst case scenario.

I didn't have a problem with it myself. Looked fine to me.

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A bit on the nose, but I hear

A bit on the nose, but I hear Rok Weiler by Prodigy whenever I see that character.

"See me in the alley-way coming. Biting at your heels, I'm runnin'. Dressed for the night like it's stunnin'. Rok Weiler!"

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RottenLuck wrote:
RottenLuck wrote:

Slightly off topic....Rottweiler!!!
If I miss my guess this is the first rendered Paragon we see! We have seen art and concepts but an in the game rendering of a Paragon! Sure he's not Anthem but I'm excited!
P.S. AmeriKat the DOG is in the house!

If by "Paragons" you mean the actual team named "The Paragons", he isn't one of them. Their names and art of them have been put out in earlier updates.

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Rottie (who does need a

Rottie (who does need a rename as there is a rather popular indie comic book hero of that name) is supposed to fill the "street kid who becomes a hero" role. As such he is not part of the Paragons.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Rottie (who does need a rename as there is a rather popular indie comic book hero of that name) is supposed to fill the "street kid who becomes a hero" role. As such he is not part of the Paragons.

I don't know. Run a search for any decent name and you'll find it's been substantially used. The only way to be totally origional any more is to use a really bad name. Even Schuster and Siegel took from Nietzsche and Shaw: http://brianoverland.com/2013/07/18/origins-of-superman-nietzsche-and-the-man-of-steel/

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Give him a giant white afro

Give him a giant white afro and call him "Poodle" ^_^
I am very helpful

Supporting how I can, Starting up a DA group for art, stories, and concepts to be collected
http://city-of-titans.deviantart.com/
Please join up if you plan to make or collect CoT related art.

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Empyrean wrote:
Empyrean wrote:

Doctor Tyche wrote:
Rottie (who does need a rename as there is a rather popular indie comic book hero of that name) is supposed to fill the "street kid who becomes a hero" role. As such he is not part of the Paragons.
I don't know. Run a search for any decent name and you'll find it's been substantially used. The only way to be totally origional any more is to use a really bad name. Even Schuster and Siegel took from Nietzsche and Shaw: http://brianoverland.com/2013/07/18/origins-of-superman-nietzsche-and-the-man-of-steel/

In this case, it's a character in active use as the lead character in Vito Delsante's "Stray". It costs us nothing to look at alternative names for the character, and is, if nothing else, polite.

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Steamtank wrote:
Steamtank wrote:

Give him a giant white afro and call him "Poodle" ^_^
I am very helpful

....
We actually had "Warpoodle" proposed as a name.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

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Doctor Tyche wrote:
Doctor Tyche wrote:

Steamtank wrote:
Give him a giant white afro and call him "Poodle" ^_^
I am very helpful
....
We actually had "Warpoodle" proposed as a name.

Yikes. That's a good reason to keep the name as it is. :P

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Streetclaw ? Savagetooth ?

Streetclaw ? Savagetooth ? toughjaw ? ^^

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TitansCity wrote:
TitansCity wrote:

Culach wrote:
One of my favorite things is that the attacks look realistic
Not too much realistic i hope, it's a super hero game indeed ! We need super-heroic animations as well :)

Agreed! I'm hoping some CoH animation are taken into consideration, as well as various fighting games :)

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Doctor Tyche wrote:
Doctor Tyche wrote:

In this case, it's a character in active use as the lead character in Vito Delsante's "Stray". It costs us nothing to look at alternative names for the character, and is, if nothing else, polite.

You MWM guys with your "politeness" and your "reasonableness" and your "gracious spirit"--it's infuriating! :P

Of course you're right, that is different. And in the spirit of graciousness--though I'd be a little sad to be name-locked out of the name--I'll take one for the team and offer up an old favorite of mine for your consideration: Demon Dog.

He's my "Midnight Sons" style monster-hero. A magically altered werewolf turned masked detective that was one of my core mains in CoH, and who I planned to remake in CoT. If you Google the name it's surprisingly clean in the superhero/villian genre for an alliterative alternative to the highly used "Hellhound"

I guess I could just hyphenate it or something if you use and lock it :). Might be a little too supernatural sounding for Rottie's theme, though :/.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Quickpaw
TitansCity wrote:

Streetclaw ? Savagetooth ? toughjaw ? ^^

Quickpaw

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Wroughtweiler

Wroughtweiler
Mutt
Hound Dog
Pound Dog
Martial Mutt
Wild Dog
Rabid Dog

Naaaames

"Let the past die. Kill it if you have to."

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How about Rockhound. Maybe

How about Rockhound. Maybe the kid was a rock collector when he was little and kept getting picked on until he faught back. Maybe his mom was a geologist or something.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Street Hound?

Street Hound?

Alpha Dog?

Pitbull?

The Cur?

Just spitballing...

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Street Husky, Danger Dane

Street Husky, Danger Dane ,Siberian Slasher ,Night Howl ,Rabid Heat

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Street Dog

Street Dog

'Back Alley Bowser'?

I kinda like 'Pitbull', too, except: https://comicvine.gamespot.com/pitbull/4005-60605/

Still, having been 'raised by Pitbulls', I like them. Utterly loyal, completely single-minded, generous and friendly to their companions... okay, yes, aggressive towards other animals. From what I've seen, Rottie reminds me of them.

Be Well!
Fireheart

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Doctor Tyche wrote:
Doctor Tyche wrote:

Steamtank wrote:
Give him a giant white afro and call him "Poodle" ^_^
I am very helpful
....
We actually had "Warpoodle" proposed as a name.

That totally wasn't Warcabbit.

Wikipedia tells me that their full name was Rottweiler Metzgerhund, although I suppose "Metzgerhund" might imply something rather too graphic.

- - - - -
Hail Beard!

Support trap clowns for CoT!

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Fireheart wrote:
Fireheart wrote:

Back Alley Bowser

More like... Back Alley Schnauzer, amirite? XD

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Pitties are big slobberhounds

Pitties are big slobberhounds full of love.

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Got me a li'l red nose puppy

Got me a li'l red nose puppy that was dumped with parvo (probably by a breeder) about a year ago at a vet clinic. She's now the second most important girl in my life right behind my wife. By a little :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Shadow Boxer sounds like a

Shadow Boxer sounds like a fighter

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Mind-Freeze wrote:
Mind-Freeze wrote:

Shadow Boxer sounds like a fighter

And it can be a dog pun. I approve.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

Mind-Freeze wrote:
Shadow Boxer sounds like a fighter
And it can be a dog pun. I approve.

This delivers.

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Mind-Freeze wrote:
Mind-Freeze wrote:

Night Howl

Or perhaps Night Howler

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

Project_Hero wrote:
Mind-Freeze wrote:
Shadow Boxer sounds like a fighter
And it can be a dog pun. I approve.
This delivers.

Indeed.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Mad Dog ;)

Mad Dog ;)

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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Brand X wrote:
Brand X wrote:

TitansCity wrote:
Culach wrote:
One of my favorite things is that the attacks look realistic
Not too much realistic i hope, it's a super hero game indeed ! We need super-heroic animations as well :)
Agreed! I'm hoping some CoH animation are taken into consideration, as well as various fighting games :)

Tekken! We need a Hwoarang Taekwondo animation set, where every attack is a kick of some kind! And a Steve Fox boxer style, where every attack is some form of punch! Oh oh! And Bryan Fury, where everything is just pure badassery destruction!

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Brand X wrote:
Brand X wrote:

Agreed! I'm hoping some CoH animation are taken into consideration...

I agree, but I think you're pretty safe there. It's a CoH successor and they're pretty much taking CoH into consideration top to bottom, so it'd be pretty strange if they didn't take CoH animations into consideration.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

Brand X wrote:
Agreed! I'm hoping some CoH animation are taken into consideration...
I agree, but I think you're pretty safe there. It's a CoH successor and they're pretty much taking CoH into consideration top to bottom, so it'd be pretty strange if they didn't take CoH animations into consideration.

The taunt animation and sound has always been something which turns me ... crazy ^^ I loved that animation ! *come on guy !*

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give him a white afro and a

give him a white afro and a boob window and he could be Power Poodle!

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desviper wrote:
desviper wrote:

Mad Dog ;)

Tannen? I hear he does his killin’ before breakfast! xD

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Pitt-Bull?

Pitt-Bull?

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Dashound

Dashound

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Deathwatch101 wrote:
Deathwatch101 wrote:

Dashound

Dash-Hound the dog themed speedster!

"Let the past die. Kill it if you have to."

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Going to be difficult to find

Going to be difficult to find a dog-related name that isn't already being used by some comicbook property or other.

I might suggest going mythological:

* Barghest - northern english black ghost dog, literally "bear demon"
* Amaguq - inuit wolf trickster god
* Dormarch - welsh mythology dog of the Wild Hunt
* Moddey Dhoo - manx folklore, literally "black dog"
* Surma - kinda like a finnish Cerberus guarding the gates of hell
* Waheela - northern canadian sasquatch-wolf myth

Also grants some automatic flavoring. What sort of person would choose the name of a gaelic, finnish, or inuit ghost dog?

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Hellhound

Hellhound
Devildog
Oochie Woochie Poochiekins
Rowdy Roddy Rottweiler.
Downboy

(I am so evil today)

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