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@Varrok - some of that lateral movement to "latch on" is probably necessary to compensate for Abe's more analogue motion in NNT (I assume)
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Yeah, that's the thing: The game is not well suited for analogue motion. Both Abe's Oddysee and Abe's Exoddus are using a strict movement system, and that allowed the devs to make puzzles that fit it perfectly. In a way that eg. 2 steps always give Abe enough boost to do a run-jump and the run jump is always 4 steps long (so you can jump over three mines in a row, when normal jump allowed you to jump over just two).
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but I can promise you that there are some very talented people at Frima and I've seen some of their animation work already, it's looking very smooth and natural.
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That's great to hear!
Although, this was also the case with NnT. As seen on the
pre-alpha footage here, the NnT animations used to look smooth too. The programmers changed the speed of those, based on the testers' input, that the controls felt sluggish (I do think they look slower than they did in AO). Still, the animations themselves weren't made with such fast speed in mind and that's why NnT looks like it does now (not fluid at all)