Animation in combat
So, in the nearest patch a full animation synchronization in combat will be done. In other words, one of the things will be fixed that many of our players pointed out to us in the early stages of development.
Realistically, the animation in combat is ready for the game in the framework of the current combat algorithm, and if new movements or actions will be added, syncing will have to be done again.
What were the issues with animation sync in combat? A partial answer you already heard and the rest comes from the way the combat system works. AI calculates ahead a turn and block of tracking the combat flow reconstructs the sequence of the events happened and forms asynchronous sequence of animations sets.
Health bars are text strings with numbers and text that fly up over the heads of characters whey they receive damage. They are red in the game directly from the AI so a turn in combat happens in the AI much earlier than its animation. As a result, players saw unexpected reduction of HP before it happened on the screen. With the next patch animation synchronization issues will be fixed. And health bars will change too and display changes of information better.
http://youtu.be/HQRt1Zio8us
Floating notifications over health bar are available only in Russian now, but it will be fixed in the next patch.
Special effects
The special effects system is done, but not included into the game yet. It is mostly because that now there is no sense to make it work. SFX system will not enter into the game such parameters as Bloom, SSAO, DOF, Motion blur. And bright sparks, lightnings and thick smoke already belongs to work of graphics and animation designers. In the developers version our technical director Nikolay Armonik will show our art director Dmitry Goncharov how this wonder of technologies work, will tell about possibilities of the system and will provide examples. And only then the work on the corresponding content will start. We were getting ready for this step for a very long time and finally we got really close.
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Русскую версию дневников разработчиков, как и всегда, вы можете прочитать на нашем официальном сайте