not to be The Dragon’s Dogma Poster but i still adore how that game’s skeletons and golems are animated all stutter-y to look like ray harryhausen miniatures
there are countless incredulous steam forums and gamefaqs threads about this “bug” and how to fix it so i guess that’s why more devs don’t get to have fun with stuff like this
Everyone tries this at a certain point (I’ve tried it twice) and it doesn’t do what you think it would. It looks like something is wrong with the game.
More than changing interpolation, you need to change how you design 3D animation to be pose- and stretch-based. The keyframes need to be communicating a lot more strongly than they do in normal interpolated animation. Timing consideration needs to change pretty significantly, too.
oh of course, it’s more complex than just turning off interpolation, good frame-timing helps a lot. The video above clearly just turns off interpolation which is why some animations (the running animations) look so much better than others (climbing a ladder). The ladder climbing animation honestly looks like something is wrong with the game while running looks right simply because the exaggerated movement reads as intentional.
blender style shape keys would be essential to getting the correct aesthetic. I gotta say that I do think its worth it but I also like to turn off interpolation in quake
yeah, they put work into their run cycle and did a good job with it, other parts need more work
Quake didn’t have animation interpolation, did it? The stuttery look is how the animators saw it. It looks good with the theming, these things are not supposed to be reflecting light
looks like another indie stripped down Botw ripoff except with cooler art direction. i don’t have high expectations for this game as i generally don’t for a lot of games that seem to depend mostly on their art direction as a hook, but i’d play it.
no one ever seems to do interesting things with sound design unless they are like… literally David Kanaga. most of these games are too directed at a broader market to be genuinely experimental or do much outside the ordinary outside of having some quirky art direction, which is their one big hook.
i believe YIIK has very abrupt un-interpolated character animations without any kind of compensatory stretching and it’s a horrible effect which they nevertheless stick with for the entire game, to my baffled and reluctant respect
Don’t ask why I’m watching Entourage I don’t have an answer but I know every character is better than this guy, yes that includes Mark Wahlberg’s hangers-on, yes that includes the Fubu guy.
Why am I playing and making video games. I should have gone to California. I could have been in showbiz. Like, real showbiz. Before it became all fucking nerd garbage. Bet if I ever go to the movies again I’m gonna have to watch some fucking CGI space orc talk about Soul Space. Maybe that’s why I’m watching Entourage. Maybe I’m now damaged enough to long for an age where you could spend a nice Saturday night watching an Ashley Judd thriller that’s 100% free of scifi/fantasy bullshit. Just movies about strong single moms shooting crooked sheriffs or deadbeat dads or some shit.
YIIK fascinates me as something which is simultaneously pure prestige indie signifiers while also bizarrely remiss of all the A/B tested gloss those things are actually meant to reflect - like all the writing, animations, battle system etc feel like first passes where any sense of whether those things worked in practice somehow ended up being besides the point. imagine if all the Ooblets developers lost a high stakes poker game and ended up having to work for the guy who did Dominic Deegan on his dream earthbound-like rpg script written for a drawer ten years ago with no scope for revision. Absolutely every time I have to look at the dialogue in this game I take psychic damage but I also know that I’ll end up talking myself into playing it one day, for reasons opaque to my waking self.
also i just noticed in the above exchange about the dead sister the player character is wearing a t-shirt with “tired of ordinary colours? find some new ones” and then the development studio’s own name on it. this is the Franko The Crazy Revenge of late indie.
i’ve got accustomed enough now to the sensation of having my face rubbed in dragons and superheroes and aliens day after day that it’s easy to take it as the way things always were but really i feel like i just blinked at some point last decade and wound up in an alternate timeline
I mean, it goes through phases. The original Star Wars releases in the 70s and early 80s were huge things that “everybody” saw. Tim Burton’s Batman flicks did big numbers, followed by Jurassic Park, and then oh look The Phantom Menace. then the Sam Raimi Spiderman movies, and the Lord of the Rings winning Best Picture, and so on.
That’s just movies, but D&D has had it’s moments in the sun. Devo sold out arenas. TV admittedly had a somewhat low nerd representation for a while, but there have been a smattering of superhero shows over my lifetime, and the late 90s brought us Buffy. And yeah, Star Trek all over the 90s.
The current moment is maybe a peak for saturation, but nerd shit has always been pretty mainstream, but somehow nerd culture denied this, seemingly out of need for a persecution or something? I dunno.
Incidentally I really did end up trying to think about this and my conclusion is that the grotesquerie which fascinates me in YIIK is just my own; the feeling that anyone developing indie games is always inherently just a finger reach away from themselves becoming “the YIIK guy”, with all the misplaced hubris and megalomania that this implies, doggedly constructing some horrible folly out of whatever cultural referents are to hand, and the reason I want to play it is that on some level I sincerely hope the game really does end up hitting, by dogged persistence or accident alone, some momentary unmotivated level of beauty or mystery since otherwise what hope is there for any of us piling up similarly inane fantasy constructs. A lone enamel pin sits on a plinth in the desert, nothing else remains.
i mean i think i’m potentially interested in a game like this in the way i’m interested in watching terrible/self-funded films. i suppose the main difference here is that things like that are a passive experience and generally finished in under 2 hours, whereas games generally demand a lot more time and attention, and so i could see it being really hard to justify it to myself.
but yes, having heard a bit here and there about its development throughout the years from people this guy “consulted,” it’s certainly a fascinating and awful bit of hubris