>goofy run animation>floaty or overly stiff jump>too much inertia when moving>not enough inertia when moving>annoying collision detection and enviroment interaction>No proper build up/release on animations so movement looks totally weightlessHow do devs spend thousands of hours making their games, but they fuck up something as basic and fundemental as just....making it not feel like ass to control?
>>683844573>>floaty or overly stiff jump>>too much inertia when moving>>not enough inertia when moving>>annoying collision detection and enviroment interactionyou can get used to anything when interacting with it long enough like programmers do>>goofy run animation>>No proper build up/release on animations so movement looks totally weightlessunskilled devs
first time playing skyrim?
pretty sure you have to code/procedurally animate all that shit, not make a static animation and call it good
I think its very noticable when a game clearly made the player controls before everything else, feels more natural
Movement isn't a physical process (actual legs interacting with terrain). It should be. Would be cool to stumble and stuff. No not like Death Stranding, that's a POS.
being japanese
>>683844573>Goofy runPost a game with a "goofy run" that actually detracts from the game.
>>683844573Soulframe?
>>683847868
>>683844573I think when people work on something enough without outside criticism they lose sight of its quality.
>>683844573as an indie game dev,collision detection is really just something you can completely miss out depending on how the testing environment and team is set up, if there's any. Sometimes changing some things somewhere else can fuck up collision without you knowing. On animation work, really there's not much to be done. Some games have good animation workers, others don't. You can't win them allthe rest is really unexcusable and is mostly just dogshit console game devs, or nip devs. I've seen indie games that have nearly perfect controls.
>>683847868Literally any Soulsslop game. When you're just doing the normal jog your character prances around like the biggest weenie in the universe. It's even worse when you have heavy armor and/or a massive weapon on your shoulder, because the movement isn't affected by the weight of your gear in any meaningful way (apart from fatty rolling) so it just looks and feels like you're a LARPer with cardboard gear.
>game has a perfect movement system tied to both exploration and progression>it's a one-off indie game the developer doesn't want to add to
>>683844573Bump
>>683844573maybe you should adapt to the game instead of wanting everything to feel and play exactly the same you dipshit brown skin mentally deficient shrimp dick casual