Magik
/10charizards
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Magik
/10charizards
It's fine, everything makes sense on a scientific standpoint. Slashing left and right from Scourge sounds heavier because you're trying to maintain a straight slash while use force perpendicular to gravity. Souleater on the other hand does 2 slashes, one going up and one going down. The one going up wouldn't really be that heavy because focusing your energy in a direction opposite the force that's going against you makes it a lot easier. Besides this is a game, if everything is realistic, shouldn't Jump from Dragoon cause a literally explosion of sorts on the group and sound way heavier than an axe would?
On that note, I'll just say. Giantswords aren't made to sound heavy, being heavy doesn't make it stronger. I like flying slash slash slash, this is a game. Magic.
Only one I don't like is soul eater. Why they felt the need to make the dark knight do a Mario jump is beyond me. As for the 'light' feeling it's because the dark is in a semi jumping animation when doing delirium and souleater yet the seem to move to slow and be floating. If they moved faster it would feel far more weighty
Asides from the sound effects, which I personally don't have an issue with, I feel that the lack of "weight" in drk's attacks comes from the animations being of consistent speed and lacking acceleration (i.e. speeding up).
Layman's terms, the attacks would look "weightier" if the started slow and then got a lot faster towards the end, sort of a wind-up and swing cadence to it. This emulates the heft and acceleration of moving/swinging a heavy object. You get this somewhat with Scourge where there is a pause(wind-up)->fast swing->pause(wind-up)->fast swing. Then you look at Delerium and Soul Eater and the speed is fairly consistent which makes it look "off" and "floaty". With SE, if the upwards jump was slow with a slight pause at the top and then the player comes crashing down much faster it would look much heavier and more powerful.
IMO, the animations themselves are for the most part fine but the speed and timing of them could easily be tweaked to give the attacks a heavier more powerful feel.
Not absolutely necessary but it would be nice and could be done.
I think the word you're looking for is torque. The 2-hit abilities - some have it, some don't. Think of ball players who drop their elbows and move hips as they swing.
Reprisal animation has that appearance , Scourge too. Some of the others though.. not so much.
Not really, torque is rotational force and I am literally talking about acceleration due to an increase in momentum and not necessarily just rotation based.
An object of considerable mass will take a large amount of initial force to get it moving but once it is going it takes less force to continue at a consistent speed due to momentum. If a constant force is applied to the object it will continue to accelerate due to momentum until all opposing forces (gravity, wind resistance, etc.) provide enough resistance to stop it from accelerating.
How does this apply to the animations?
As I stated, they are consistent in speed, so there is no slowness to start with a gaining of speed as momentum is quickly gathered and so they look odd because it goes against what we observe the natural movement of objects to be like in the real world.
Soul Eater and Delerium are even more noticeable in this regard because gravity would factor in and result in even greater changes in speed and momentum.
P.S. Yes I know this is a fictional fantasy game with magic and all that in it. I bring up these real world scientific reasonings because it affects how we perceive the actions being done in the game and whether they seem correct to our brains or "off".