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FLARE [ARCHIVED]

Dual Wielding animations and mechanical support:-)

WithinAmnesia
Thursday, September 16, 2021 - 19:15
WithinAmnesia's picture

Can dual wielding support be added for the animations and mechanical support of this feature?

Most all current generation large scale R.P.G.s support dual wielding and it builds an integral element to player's choice of play styles in a medieval fantasy setting. What main challenges are there with the new animations and mechanical implementation to bring this request into fruition and offer this powerful feature the Flare game engine?

I can offer support in a few ways yet I want to better understand the scope of difficulty in this request from advice offered by skilled developers within the community:-).

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WithinAmnesia
joined 8 years 3 months ago
Saturday, December 11, 2021 - 19:12
WithinAmnesia's picture

I might have to try image editing to tint the weapons to get reskins or maybe re-texture the models and run new animation frames? I wonder if there is a bigger difference or if the colour tinting is close in terms of quality but possibly easier to produce? Iterate, iterate, iterate!:-).

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Danimal
joined 14 years 10 months ago
Sunday, December 12, 2021 - 02:34

New weapons would be better in a 1-1 basis, that´s a left handed version for each weapon. Reskins or recolors will come badly due to the very small size.

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WithinAmnesia
joined 8 years 3 months ago
Monday, December 13, 2021 - 00:41
WithinAmnesia's picture

Has anyone tested recolours / colour palette swaps and or colour tints for animation sprites like with Diablo I @ II style?

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Danimal
joined 14 years 10 months ago
Monday, December 13, 2021 - 01:37

You know that if you dont count my new models base Flare barely has 6 enemies? recolors only work to an lesser extent, they can´t substitute for real variety.

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WithinAmnesia
joined 8 years 3 months ago
Monday, December 13, 2021 - 02:19
WithinAmnesia's picture

True, although here is an example of taking one creature model and making it go the distance with recolours: https://www.patreon.com/thmod (The goat man clans). In this context one model can be made into ~half a dozen sub varieties decently. This could push the value of new / more animated monsters even further for adding more variety to existing animations and possibly giving more depth to potentially ~'bland' encounters. If say an 'off-colour' creature variety was thrown into the mix as a 'unique' / 'rare' creature; kind of like what Diablo and Path of Exile do to spice up their monster packs. Or say having different biome adapted creature sub varieties with say a 'snow' or 'desert' or a 'jungle' etc. version. Then I suppose it comes down to finding how little of a change is needed in order to make something feel different and or unique?

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