odyssey or not?

It's my exploration alt, so it's a scope with a G2 Intimidator attached to it!😉
Oh you're right my bad! I forgot how similar looking their grip were. Great choice then, in case some moon-people jump on you from behind this big rock. Nothing better than a shotgun 😄
 
Hmm, glad you are game designer and know how easy it is to do things, otherwise we might never know. FYI things are rarely as easy as non-game designers think they are and the number of times I have heard that expression here "it would be so easy" is amazing.
Hmm, glad you are game designer and know how so much time it take to do things, otherwise we might never know. FYI things are rarely as hard as non-game designers think they are and the number of times I have heard that expression here "it would be so hard" is amazing.

When an argument can be used to invalidate a statement and its opposite, then it is not an argument.
Moreover, take a look at any tuto on how to make an animation on Cry Engine, Unreal Engine or Whatever Engine.
 
Hmm, glad you are game designer and know how so much time it take to do things, otherwise we might never know. FYI things are rarely as hard as non-game designers think they are and the number of times I have heard that expression here "it would be so hard" is amazing.

When an argument can be used to invalidate a statement and its opposite, then it is not an argument.
Moreover, take a look at any tuto on how to make an animation on Cry Engine, Unreal Engine or Whatever Engine.

I can see several major issues with using an animation to do the "Armstrong Moment" just sitting here, not a game designer but then I don't think I am able to decide what's easy and hard in game design so not sure what that makes me, a realist?

For a start, what is your animation character wearing, because if it's not wearing exactly what I am when it runs, then it will maybe "POP" into an Artemis suit, walk to the ladder and down, take a step onto the surface, declare the Armstrong Moment then "POP" reappear in what the pilot is actually wearing, that is janky and will get FDEV laughed at no end even by non-game designers, so you will need to have an animation for every outfit and every possible combination of outfits players can wear.

You going to walk the player down the length of the T6 because the door is in the back, or are you going to have a "fade to black" moment to get to the airlock, then an animation of the player walking down the stairs not in his own clothes? I thought the idea was to get rid of the fade to black moment not add a new one.

How is this animation going to appear to other players watching? They just going to see the other player pop into existence like now, only after a much longer time?

What about if the ship gets attacked while this animation is playing, you going to magically pop him back to the pilot seat? Or does the animation continue regardless so he doesn't have a ship when he steps out?

Not all statements can be successfully reversed, yours doesn't work because you aren't a game designer, and mine works for the same reason, I'm not a game designer and I'm not claiming something is easy or hard, I'm just stating that none game designers with no experience in a particular game or game engine should not be saying how easy something is.
 
I can see several major issues with using an animation to do the "Armstrong Moment" just sitting here, not a game designer but then I don't think I am able to decide what's easy and hard in game design so not sure what that makes me, a realist?
I hope you're not serious and just trolling... You already said it would take a lot of time...
Just a little tips by the way : when there is something i feel i don't understand, i do some research to fill in my gaps. It's gift, don't thank me, it makes me happy 😉

You going to walk the player down the length of the T6 because the door is in the back, or are you going to have a "fade to black" moment to get to the airlock, then an animation of the player walking down the stairs not in his own clothes? I thought the idea was to get rid of the fade to black moment not add a new one.
No, we are talking about staging the disembarkation, more precisely the "Armstrong moment" for a first footfall. Nothing about getting ride of the fade.

For a start, what is your animation character wearing, because if it's not wearing exactly what I am when it runs, then it will maybe "POP" into an Artemis suit, walk to the ladder and down, take a step onto the surface, declare the Armstrong Moment then "POP" reappear in what the pilot is actually wearing, that is janky and will get FDEV laughed at no end even by non-game designers, so you will need to have an animation for every outfit and every possible combination of outfits players can wear.

[...]

How is this animation going to appear to other players watching? They just going to see the other player pop into existence like now, only after a much longer time?
You pose technical problems that are not ones.
There is no distinction between the game and the cinematic except that it is a program that drives the cmdr instead of the player. It's a bit like using the autolanding (without the complexity of the IA of course since the staging is predefined). So what happens in the cinematics happens in the game and vice versa.

What about if the ship gets attacked while this animation is playing, you going to magically pop him back to the pilot seat? Or does the animation continue regardless so he doesn't have a ship when he steps out?
Except that you are already out of the box of the first footfall and "Armstrong moment".
 
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