Techniques for animated movement and facing
Posted: Fri Apr 13, 2007 2:06 am
I wasn't sure where to put this, so I chose the gaming forum because it's kind of gaming related, and I want to get a large turnout.
Consider the following PC games: Dungeon Master and DMII, Lands of Lore, and Stonekeep. In order for this topic to have any relevance whatsoever, you must have seen all four of these games in action, so you have an idea of how movement and facing (turning) works in each of them. I want your opinion on which you think is best, weighing presentation against memory consumption.
Remember: smaller memory footprint means more room for game-related stuff, like levels and monsters and items.
Dungeon Master is very basic and offers no animation for walking or turning. This would be the easiest method to implement, and it would have the smallest memory footprint.
DMII (PC) introduced one-step scaling into the movement cycle (thus giving the illusion of two steps). There was no animation for turning. This method would not be difficult to implement, and it would have no impact on the memory footprint.
Lands of Lore implemented a rapid scaling technique to give the illusion of smooth movement, and it slid the viewport aside quickly to give the illusion of smooth turning. The result looks very fake when you pay attention to it, but it can be convincing at a glance. This method would be fairly easy to implement, and it would have no effect on the memory footprint.
Stonekeep was one of two 2-D cell-based renderers to offer fully animated movement and turning (the other was Anvil of Dawn). The tradeoff is a smaller graphics set for corridors (due to the heavy memory footprint). The method itself would be considerably more difficult to implement than a scaled or faux method, but it would promise the highest level of realism.
Personally, I like the third choice (Lands of Lore) because it simplifies my work and offers better results than the lock-step DM approach, but I'm still curious to know what people honestly think. If I could, I would go with Stonekeep for presentation, and that might in fact be doable in the distant future.
Consider the following PC games: Dungeon Master and DMII, Lands of Lore, and Stonekeep. In order for this topic to have any relevance whatsoever, you must have seen all four of these games in action, so you have an idea of how movement and facing (turning) works in each of them. I want your opinion on which you think is best, weighing presentation against memory consumption.
Remember: smaller memory footprint means more room for game-related stuff, like levels and monsters and items.
Dungeon Master is very basic and offers no animation for walking or turning. This would be the easiest method to implement, and it would have the smallest memory footprint.
DMII (PC) introduced one-step scaling into the movement cycle (thus giving the illusion of two steps). There was no animation for turning. This method would not be difficult to implement, and it would have no impact on the memory footprint.
Lands of Lore implemented a rapid scaling technique to give the illusion of smooth movement, and it slid the viewport aside quickly to give the illusion of smooth turning. The result looks very fake when you pay attention to it, but it can be convincing at a glance. This method would be fairly easy to implement, and it would have no effect on the memory footprint.
Stonekeep was one of two 2-D cell-based renderers to offer fully animated movement and turning (the other was Anvil of Dawn). The tradeoff is a smaller graphics set for corridors (due to the heavy memory footprint). The method itself would be considerably more difficult to implement than a scaled or faux method, but it would promise the highest level of realism.
Personally, I like the third choice (Lands of Lore) because it simplifies my work and offers better results than the lock-step DM approach, but I'm still curious to know what people honestly think. If I could, I would go with Stonekeep for presentation, and that might in fact be doable in the distant future.