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Animation Canceling Removed

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1 Animation Canceling Removed on Wed Jul 18, 2018 3:31 pm

Source: http://www.siliconera.com/2018/07/18/devil-may-cry-5-devs-on-balancing-photorealism-with-action-the-mystery-3rd-hero-more/?utm_source=dlvr.it&utm_medium=twitter & Current Famitsu magazine.


  • animation canceling is removed in favor of the photorealistic style. Animations will play out fully before chaining to the next one, the input will be registered though;
  • 60 fps;
  • For example, when you turn around you’ll feel the weight behind the character movement. However, this brings another problem of having a slower response. The team struggled in finding a way to keep the responsiveness while giving it a more photorealistic appearance;
  • Capcom aims to share new info and have Devil May Cry 5 be playable at Gamescom 2018.

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2 Re: Animation Canceling Removed on Wed Jul 18, 2018 11:21 pm

Birdman


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Animations will play out fully before chaining to the next one, the input will be registered though;
I'm having trouble understanding this. So you can't cancel animations, but the input is registered? What input? The cancel you wanted to do? The way they word it makes no sense to me.

The team struggled in finding a way to keep the responsiveness while giving it a more photorealistic appearance;
Why the struggle to do something no one wants?

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3 Re: Animation Canceling Removed on Thu Jul 19, 2018 9:36 am

There is some worrying material going around. Itsuno noted (and of course, this needs to be taken with a grain of salt like all interviews, since it is marketing) that the bosses asked him to make the game 'instantly appealing' and his first thought was photorealistic graphics. Reading the translation from the Famitsu article, it seems the style really seems to direct where the gameplay is going. Worrysome.

I'm having trouble understanding this. So you can't cancel animations, but the input is registered? What input? The cancel you wanted to do? The way they word it makes no sense to me.

It is worded very vaguely as you noted. I believe it means the input isn't lost, but saved. So if you for instance do Triangle and then press Royal Guard, instead of canceling the attack mid-swing for a block, it will first finish the swing and then do the block. That's how I'm reading it. Could also mean something else, we'll see.

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4 Re: Animation Canceling Removed on Thu Jul 19, 2018 10:14 am

Birdman


Moderator
instead of canceling the attack mid-swing for a block, it will first finish the swing and then do the block
If so, then we have to wait for the full animation of every attack. Can't see that working and still being anything like DMC3/4. Wouldnt this mean no jump cancel? You wouldn't even be able to style switch effectively, assuming they're even planning Dante to have that.

Itsuno might be selling out.

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5 Re: Animation Canceling Removed on Thu Jul 19, 2018 11:11 am

@Birdman wrote: instead of canceling the attack mid-swing for a block, it will first finish the swing and then do the block
If so, then we have to wait for the full animation of every attack. Can't see that working and still being anything like DMC3/4. Wouldnt this mean no jump cancel? You wouldn't even be able to style switch effectively, assuming they're even planning Dante to have that.

Itsuno might be selling out.

Again, that's my interpretation of it. I could be wrong, and I hope I am. It is slowly painting a picture though that DMC5 is hoping to get the new kids in with the fancy graphics, while assuming that it being a DMC4 combat game with minor upgrades is enough to have every old fan buy it regardless. And they'd probably be right sadly.

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6 Re: Animation Canceling Removed on Thu Sep 06, 2018 11:36 am

Has this been proven? I haven’t been keeping up, not concerned about hype or worries, general details will do I’ll ignore this largely till it’s out(or a demo).

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7 Re: Animation Canceling Removed on Thu Sep 06, 2018 5:00 pm

It was chalked up as a mistranslation from what I know. Generally animations can be canceled from what I have seen.

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