Hunting Animations

Thank You for listening Blubbit, I appreciate that. [smile]

To be honest, I'm not an animator; I'm not even a programmer. I think I need to be clear here when talking about seamlessness. As said, to me, a 100% seamless animation is equal to decade old Sports games - such as NBA Live 2005, NBA 2K9, FIFA 11. (I know for sure some hardcore fans might even ask for more as in recent games. To be clear, I'm not that picky). If they can at least try to approach that decade old level, I'm more than happy to play it for years. Sadly to say, there is every reason to worry about it now.

As an amateur myself, I know how funny I may sound when talking about conceptual things such as Real Time Animation, Cinematic Animation, and blending models. But I feel like nothing should stop me from bringing that up as they are my guts feeling. My naive speculation/suggestion is that please look at the conceptual things, changes things from root if necessary. I believe they are the keys to all interaction animations involved here.

Sorry for having to mention them after all. I just want to help.

No need to apologize my dude! After all, we all want the same thing: for Jurassic World Evolution to look and play the best it possibly can for everyone to enjoy. That means I might be wrong or flat out miss something when it comes to open discussion like this, and I gotta admit that, especially when I've made the same observations in the past lol.

Our concerns are worthy and deserve to be voiced.
 
Well i'am trying to explain that if a game from 2003 can have these kind of animations i'am pretty sure they can fix better animations in the gameplay video above that Johnmiller posted above. Atleast in that video i posted they dont freeze 1-4 sec :)

Edit: Ahh.. srry i forgot to Quote your comment Lora.
 
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Well i'am trying to explain that if a game from 2003 can have these kind of animations i'am pretty sure they can fix better animations in gameplay video above that Johnmiller posted above. Atleast in that video i posted they dont freeze 1-4 sec :)

Edit: Ahh.. srry i forgot to Quote your comment Lora.

Don't worry, I know it was a reply to what I said. :)
I also said a few times before in this thread that I agreed that the transition animations need to be improved and I believe eventually they will.
JPOG was a great game in it's time but when you look at the movements of the dinosaurs in JWE, except from some transitions, It's just not comparable.
 
To better illustrate my point, Here is the gameplay of NBA 2K9. They deal extensively with interaction animations. (Sorry for the low video quality)

[video=youtube;LoVHaAyBMGk]https://www.youtube.com/watch?v=LoVHaAyBMGk[/video]

Don't have to watch through the entire clip (unless you were a Celtics fan like me) , please skip to moments like:-

1:54 - Shot Blocking
3:43 - Attempted Steal
4:03 - Lay Up and Attempted block
4:14 - Shot Blocking
4:24 - Steal while in motion
4:29 - Cinematic posterized dunk
5:33 - Intercepting a lob pass
5:37 - Body contacts in mid-air

In those instances, the interactions animation between objects are done seamlessly. For most cases, I suspect a highly sophisticated level of "Open-Ended Blending Model" is used.

- Not only that a Real Time Animation (running and moving) is blended seamlessly with Cinematic Interaction Animation (a mid-air collision lay up etc),
- The cinematic animation element itself is subjected to real time changes (a dunk can be a success or a failure) and have high variability.
- An interaction of more than 2 parties is possible (at 5:37, Garnett may succeed with his help defense)​

Hope this can be helpful.
 
I keep forgetting to elaborate another important point.

As said, this is a pure speculation. I wish I’m wrong. Precisely, what I’m most worried of when they say fix – is simply double down the concept of Cinematic Animation.

For instance, the killing animation of a human originally last for about 5s, starting with the human tripping down while running. They may “fix” it by increasing the length of the animation to about 8s – to which the starting point is pulled backward 3s to include a “Cinematic” chasing sequence. In that way, both the freezing time and degree of jerkiness may decrease dramatically but obviously this is NOT a fix. This is HIDING the problem. This is MUCH WORSE. Previously, a human faith is locked down about 3 yards away from a Ceratosaurus (fairly unrealistic already); now, he/she is locked down much further about 15 yards away. Do you see the problem?

The same case can apply to the Spino flipping-killing animation as said. Obviously, again, this is purely a speculation. I’m bringing this up to let people understand that there is reasons to rethink/re-analyze the problem we are facing here. If I’m correct, if the problem do lie on heavy reliance on Cinematic Animation, the solution is NOT to double-down in that direction; in contrary, Frontier may need to step back, re-construct the entire mechanism from the root – conceptually. One of the better ways is to consider the OPEN-ENDED NESTED BLENDING MODEL (this is just a make-up name) that I suggested above.

P/S – I know the clip I shown above may not illustrate my point in the best way possible. If any of you feel any doubt, please let me know. I may find another clip or even better I will make a good-quality video myself. The point is – I played that game for years. For sure I know how seamless it is deep down to the bone.
 
This video is from October 2017, it's one of the first in game videos we got to see of the game. You can see three raptors chase a triceratops over a small hill. The triceratops is running from them. Yet people got excited when they saw the spinosaurus chasing an unknown Hadrosaur. Yet we have already seen prey and predator interactions back in October 2017. This tells me that the game is a lot further along than we are shown and all people who are concerned about the AI and interactions between the Dinosaurs need to relax a little. I believe everything will be fine.

[video=youtube_share;HVnk3yT2Lgo]https://youtu.be/HVnk3yT2Lgo[/video]
 
I don't know man. I heard that argument before but some people said the raptors are not chasing the Trike, they are simply going into the same direction. Frankly, it's hard to tell. I'm not denying it. Also, my speculation doesn't say there will be no chasing. I suspect there will always be a noticeable lag/jerkiness whenever a killing animation kicks in.

For sure, I will wait...try to be as patient as possible but hope you guys understand that I'm not wrecking the game. I'm just trying to press the issue hardly until it is shown to be "properly fixed."

At the same time, I think it's equally important to analyze the root of the problem. Discuss them openly. Otherwise, if I really did nail it right (again, I keep praying to fail miserably), there is a complete waste of resources on the Developers' end as they trying to "fix" the problem in the wrong direction.

As said, there is enough reason to worry though; just an opinion, if this problem is as easy as many claim to be, we would have seen a fluid animation already (at least as a short in-game footage as you shown) (The Spino clip is kinda ambiguous). Hope you guys understand my concern.
 
I honestly am not worried in the least. I have personally thought that what we have seen Is only going to get better with time. We have seen massive improvements since March. I think it will be fine.
 

Bo Marit

Lead Community Manager
Frontier
Thanks for the dino AI feedback. As previously stated, the developer build from March has since had several iterations and the team have worked hard on dinosaur interactions. Some of these changes you will have seen in the most recent demo played at the 25th anniversary event at Universal Studios, some others are still being added in the most recent version of the game.
We’ve streamlined the animations of fight sequences so they look smoother and run better. We’ve also added some more variety in those interactions, such as dominance behaviour (stand-offs) rather than always lethal encounters. Dinosaurs now also run away from threats such as predators or dangerous weather. Finally, we are also further refining and balancing dinosaur statistics and their implications, so that your bioengineered breeding and upgraded statistics have a greater impact on the outcome of these interactions. Hopefully this addresses some of your feedback for now! Thanks for sharing your concerns with us on here.

<3 Bo
 
Thanks for the dino AI feedback. As previously stated, the developer build from March has since had several iterations and the team have worked hard on dinosaur interactions. Some of these changes you will have seen in the most recent demo played at the 25th anniversary event at Universal Studios, some others are still being added in the most recent version of the game.
We’ve streamlined the animations of fight sequences so they look smoother and run better. We’ve also added some more variety in those interactions, such as dominance behaviour (stand-offs) rather than always lethal encounters. Dinosaurs now also run away from threats such as predators or dangerous weather. Finally, we are also further refining and balancing dinosaur statistics and their implications, so that your bioengineered breeding and upgraded statistics have a greater impact on the outcome of these interactions. Hopefully this addresses some of your feedback for now! Thanks for sharing your concerns with us on here.

<3 Bo

Thanks for giving us answers! They are greatly appreciated and nice to hear these things have been addressed! [big grin]
 
Thanks for the dino AI feedback. As previously stated, the developer build from March has since had several iterations and the team have worked hard on dinosaur interactions. Some of these changes you will have seen in the most recent demo played at the 25th anniversary event at Universal Studios, some others are still being added in the most recent version of the game.
We’ve streamlined the animations of fight sequences so they look smoother and run better. We’ve also added some more variety in those interactions, such as dominance behaviour (stand-offs) rather than always lethal encounters. Dinosaurs now also run away from threats such as predators or dangerous weather. Finally, we are also further refining and balancing dinosaur statistics and their implications, so that your bioengineered breeding and upgraded statistics have a greater impact on the outcome of these interactions. Hopefully this addresses some of your feedback for now! Thanks for sharing your concerns with us on here.

<3 Bo

This is great news, I hope we can all rest assured that this is taken care off. :)
 
Thank you Bo. It's great to be able to contribute ideas with the developers and feel listened to. Go on like this, you're doing a great job. Regards! 😁
 
Thanks for the dino AI feedback. As previously stated, the developer build from March has since had several iterations and the team have worked hard on dinosaur interactions. Some of these changes you will have seen in the most recent demo played at the 25th anniversary event at Universal Studios, some others are still being added in the most recent version of the game.
We’ve streamlined the animations of fight sequences so they look smoother and run better. We’ve also added some more variety in those interactions, such as dominance behaviour (stand-offs) rather than always lethal encounters. Dinosaurs now also run away from threats such as predators or dangerous weather. Finally, we are also further refining and balancing dinosaur statistics and their implications, so that your bioengineered breeding and upgraded statistics have a greater impact on the outcome of these interactions. Hopefully this addresses some of your feedback for now! Thanks for sharing your concerns with us on here.

<3 Bo

I am so happy you finally put this to rest. You are amazing.
 
Thanks for the dino AI feedback. As previously stated, the developer build from March has since had several iterations and the team have worked hard on dinosaur interactions. Some of these changes you will have seen in the most recent demo played at the 25th anniversary event at Universal Studios, some others are still being added in the most recent version of the game.
We’ve streamlined the animations of fight sequences so they look smoother and run better. We’ve also added some more variety in those interactions, such as dominance behaviour (stand-offs) rather than always lethal encounters. Dinosaurs now also run away from threats such as predators or dangerous weather. Finally, we are also further refining and balancing dinosaur statistics and their implications, so that your bioengineered breeding and upgraded statistics have a greater impact on the outcome of these interactions. Hopefully this addresses some of your feedback for now! Thanks for sharing your concerns with us on here.

<3 Bo

Thank you for keeping us updated. :)

Sorry if I make it feels like I'm pushy. I'll certainly wait patiently here but really wish the end product can be as smooth, as gorgeous, and the best it can be.
 
Thanks for the dino AI feedback. As previously stated, the developer build from March has since had several iterations and the team have worked hard on dinosaur interactions. Some of these changes you will have seen in the most recent demo played at the 25th anniversary event at Universal Studios, some others are still being added in the most recent version of the game.
We’ve streamlined the animations of fight sequences so they look smoother and run better. We’ve also added some more variety in those interactions, such as dominance behaviour (stand-offs) rather than always lethal encounters. Dinosaurs now also run away from threats such as predators or dangerous weather. Finally, we are also further refining and balancing dinosaur statistics and their implications, so that your bioengineered breeding and upgraded statistics have a greater impact on the outcome of these interactions. Hopefully this addresses some of your feedback for now! Thanks for sharing your concerns with us on here.

<3 Bo

Thanks for your input Bo Marit, much appreciated!
 
Thank you soooo much for listening and taking in feedback from us all and taking the time the fix it which sadly doesn't happen with many other devs so this may just prove that we could have the best game in our hands very soon!
 
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