Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Potman on April 05, 2012, 02:56

Title: Animation
Post by: Potman on April 05, 2012, 02:56
So, now that we've got some graphics, I was just wondering, how huge of a step would be to add a bit of movement to things, instead of having them remain static all the time? Attack animations to creatures might not be possible, and slow the game far too much, but I fondly remember the glowing and blinking of many items on the ground in the original Doom, and particularly the way the Supercharge and others of its type used to shift and change within their orbs, making them look sort of mystical and a bit creepy.

Possible?
Title: Re: Animation
Post by: Klear on April 05, 2012, 02:58
Seconded. As to the enemies - I'd like to see the zombiemen etc. do the "walking in place" animation they did in Doom when they were unaware of the Doomguy's presence.

Obviously, it all depends of the engine limitations and how much work would that be.
Title: Re: Animation
Post by: LuckyDee on April 05, 2012, 04:13
Let me be the voice of the opposition then: I think the graphics version is excellent just because it's not animated but still resembles the original game. I don't think animations would do the different spirit of the RL justice.
Title: Re: Animation
Post by: Benkyo on April 05, 2012, 05:36
I'm halfway onboard. I think lava, acid, water and some powerups and items would benefit from cyclic animations but anything mobile would look out of place with a cycled animation.
Title: Re: Animation
Post by: Kornel Kisielewicz on April 05, 2012, 05:47
Engine is not a problem, art time is. It probably wont happen unless somehow Derek manages to get a lot of free time, or ID pays for a DoomRL port to iOS -- I can't decide which one is more unlikely.
Title: Re: Animation
Post by: Klear on April 05, 2012, 06:01
And besides this, what is the official stance on the appropriatness of animations?

I have a (maybe misguided) feeling that making some small animations just for the stuff suggested by Benkyo would not be as difficult as making new art from scratch. Unless there is some problem with that, I think someone else then Derek could maybe step up and do it.
Title: Re: Animation
Post by: Kg on April 05, 2012, 08:14
As for 'walking in place' animation. I believe that in original DOOM every moster had such animation, if was unaware of player's presence. Even Cyberdemon. In my opinion it would look stupid to have walking Cybie or dancing Arachnotrons. But environment or powerups (or uniques?) - why not? They would be more visible and maybe could prevent some stupid deaths.
Title: Re: Animation
Post by: Creepy on April 05, 2012, 08:29
A two-frame animation cycle would be nice for the baddies. Getting someone with a little experience with pixel art to have a whack at would probably get it accomplished quickly enough if Derek doesn't have the time. And if the substitute pixel artist goofs it up, well then, don't use the new frames. =B
Title: Re: Animation
Post by: Klear on April 05, 2012, 08:32
As for 'walking in place' animation. I believe that in original DOOM every moster had such animation, if was unaware of player's presence. Even Cyberdemon. In my opinion it would look stupid to have walking Cybie or dancing Arachnotrons. But environment or powerups (or uniques?) - why not? They would be more visible and maybe could prevent some stupid deaths.

I wasn't sure about other monsters, but who could forget the initial screen of MAP01 in Doom 2?

Strangely, Wolfenstein 3D had non-animated "standing still" sprites.
Title: Re: Animation
Post by: Kg on April 08, 2012, 13:38
Yes, thats the prime example of that. There was also level in first Doom I believe. Where you had bunch of barrels and demons which were turned back.