Author Topic: Animations of Upgraded/Advanced Units  (Read 1685 times)

Bidella

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Animations of Upgraded/Advanced Units
« on: 10 July 2012, 00:59:21 »
When Units accrue a certain number of kills, they "Advance" or "Upgrade" (Not sure what the term is), and then they get a new name e.g. In the case of a Roman Firearcher, it becomes an Accurate Fire Archer.

What's concerning is, I have to pause the game, and hover my mouse over each of the units to see which ones have upgraded, and therefore, how to manage the game and my troops.

Could there be some sort of simple animation thereby we can distinguish and identify these more advanced units? E.g. Accurate Firearchers get a Silver Sash instead of the normal Leather belt, and Master Fire Archers(Is that what they're called?) get a gold sash. That sort of thing.

I hope I have been clear and understandable.

treba

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Re: Animations of Upgraded/Advanced Units
« Reply #1 on: 10 July 2012, 14:03:21 »
that would be a really cool feature!

Coldfusionstorm

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Re: Animations of Upgraded/Advanced Units
« Reply #2 on: 10 July 2012, 14:14:30 »
This would be really usefull especially as elite units usually is at least twice as strong as a normal unit.
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softcoder

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Re: Animations of Upgraded/Advanced Units
« Reply #3 on: 10 July 2012, 14:55:50 »
How about allowing for different unit particles for each 'level' ?

MuwuM

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Re: Animations of Upgraded/Advanced Units
« Reply #4 on: 10 July 2012, 17:11:09 »
How about allowing for different unit particles for each 'level' ?

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Coldfusionstorm

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Re: Animations of Upgraded/Advanced Units
« Reply #5 on: 10 July 2012, 18:37:16 »
I would prefer being able to link a entire new unit XML to a certain level/kill's.

then people could modify it in many different ways, but if i am to chose to wait perhaps a long time for that or chose particles il chose particles now right away.
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Omega

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Re: Animations of Upgraded/Advanced Units
« Reply #6 on: 10 July 2012, 20:32:42 »
Being able to choose a whole new model AND unit particle system would be far more versatile, in my opinion, and would be more compatible with those low end systems that can't handle unit particles.
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softcoder

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Re: Animations of Upgraded/Advanced Units
« Reply #7 on: 10 July 2012, 21:33:25 »
Omega is right, users can turn off unit particles, so we'd need to support a whole new model for each level (+ particles)

Will look to see how much work this will take.

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Re: Animations of Upgraded/Advanced Units
« Reply #8 on: 10 July 2012, 21:36:02 »
This system works pretty well for 0AD, but their units are more modular anyway, and I'm not sure that most Glest developers and modders want to put in the work to create three variations for almost every unit.

Omega

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Re: Animations of Upgraded/Advanced Units
« Reply #9 on: 11 July 2012, 06:13:48 »
This system works pretty well for 0AD, but their units are more modular anyway, and I'm not sure that most Glest developers and modders want to put in the work to create three variations for almost every unit.
Thinking about it more, it is a lot more complex than I thought, as each skill would need a new model. In affect, a new unit XML for each level (that's the term I believe the OP was looking for) as CFS mentioned would be necessary. On one hand, however, that allows leveled units to be far, far more customizable. Modders would be able to control how the unit looks, their stats, and even give the leveled unit new commands (an archer could level up into a fire archer, for example. Currently, it's impossible to change how the attack projectile looks on level up; a new unit XML would allow that change).

With such a system, users could optionally create different models, yes, and John has a good point about the extra work it would take. However, I'd anticipate rather simple changes, for the most part: stuff like changing the colour of a unit's sash (which could be as simple as modifying the hue slider for the texture: work for 30 seconds). However, it would still allow the very dedicated modders to create more advanced level ups. For example, an archer leveling up could be given a compound bow, or a tank could go from an early model to a more advanced model. The only limitation is how much time the modder wants to invest in their mod.

Of course, support for the MD5 model format could drastically make these minor modifications easier, as we could give our archer example a compound bow, but use the exact same animations: only the mesh file would have to be changed, rather than having to export a new G3D file for each animation.

Of course, this feature also sounds rather difficult (or maybe not, RE: MoLAos's comment).
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Bidella

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Re: Animations of Upgraded/Advanced Units
« Reply #10 on: 11 July 2012, 08:30:32 »
My original idea was to create some sort of indication of the unit's level without too much complication. Not something like different animations for each different level.

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Re: Animations of Upgraded/Advanced Units
« Reply #11 on: 11 July 2012, 14:34:41 »
MAybe its also worth to think about a full instant unit morph instead of indicating an upgrade.
So you have 3 different units were one represents the current state. By this an advanced unit can achieve new skills like a new fighting skill and all this.
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Coldfusionstorm

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Re: Animations of Upgraded/Advanced Units
« Reply #12 on: 11 July 2012, 14:41:36 »
My original idea was to create some sort of indication of the unit's level without too much complication. Not something like different animations for each different level.

Some times it's easier or better to take the problem at it's roots instead of trying to patch it.
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