Shield feature feedback megathread #253
Replies: 3 comments 3 replies
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i know you guys have 0 respect for graphics makers but i will leave the first comment here so it doesnt look like no one has anything to say. after working to make animations with shields for a while more i have found that the buildup anim delay is a non issue since the 'shield up' section of the animation can be packed into first several frames of the shield and it actually works quite nicely. in terms of animation and regarding buildings only, the biggest issues are that the shield anims cannot accommodate damaged frames which severely limits how shields can be animated. regarding units, simply applying an animation on top of units leaves very few options for animators and i believe that the genuine lack of ways to make it "look good" will undermine it as a feature. additionally, ill mention that having an option to increase the transparency of the shield when the shield is low would be a good move, aesthetically. now in terms of game functionality, the shield logic is a bit lacking in that the only way to use it is to attach it to something. i suggest implementing some logics that make it more interesting. for example, shields which only turn on when a certain building is present, shields which are applied to objects only when they are a certain house, shields that can be picked up in crates, shields that can be activated by some superweapon, shields that go down when attacking, and so on and so forth. |
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@McPwny check the new release for shield manipulation warheads. Animation damages states are still to-do. |
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okay ive got some new feedback for you. the damage states are working very nicely and it looks like the problem of the animation starting to play before the buildup is complete has been addressed. all in all it is very usable now, but there were a few notable issues in animating it 1: the shield idle animations and shield break animation have a downward y offset of 15 pixels the first two problems can be handled in art.ini by someone who knows what they are doing, but fixing the third problem is problematic as it requires manually re-rendering the anim with different X offsets until it aligns properly. one improvement i can think of is for the hit animation to support damage states since, in my opinion, it looks better to animate the shield part itself to show when hit only than to show all the time as an idle anim. |
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This thread was created to provide a centralized place for your ideas and feedback on how to further improve shields feature. Please note that this is supplementary to our Discord where most of the discussion happens, so I recommend to join Discord anyways to stay in touch. Regardless, the feedback is still welcome.
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