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  1. #1

    Animations

    Hello all, let me preface this by saying how big a fan I am of the Original Ghost Recon. I have played every title in the series from its debut and for sure OGR is by far the best and IMO the title that Ubisoft should be looking into the most for inspiration in GRW. However, this is not to say that the other titles, even GRFS did not have some great implementations to reference.

    I'd like to talk here about animations as a way of increasing immersion and overall enjoyment. Authenticity is of great appeal to me personally, one of the many reasons i loathe COD. OGR (despite its age) had some great ways of using animations to its benefit, even subtle things like seeing your soldiers use hand signals when they were reconnoitering an area, with one solider scouting ahead and calling the stragglers up. However with today's technology, I feel there are many more options to further immerse the player into the pseudo life of a soldier.

    1.) Weapon Animation
    - I propose 4 animations
    a.) Walking animation - where the weapon is held across the chest, canted on a slight angle downward, this is the most comfortable position for walking long distances, especially if the soldiers are allowed to be outfitted with full load bearing vests with MOLLE front mounted pouches.

    b.)Low Ready - the push of a button should put the soldier into alert status, with the weapon shouldered and canted downward at a 45 degree angle ready to engage targets

    c.) Point Shoot - holding the LT should shoulder the weapon and bring the barrel forward using the point shoot mechanic with the soldiers head relatively straight, refraining from using the sight.

    d.) Aim down the Sight - zooming into first person wont give us a view of our own soldier but others should be able to see this animation as the soldier looks down the sight.


    2.) Reloading
    - I propose 3 context sensitive animations
    1.) Initial load - Weapon is loaded from a bolt fully forward position - requiring the charging handle to be pulled back
    2.) empty reload - bolt is fully to the rear so the bolt catch is hit in order to chamber the first round in the new magazine
    3.) tactical reload - the weapon has a partially depleted magazine and is loaded with a fresh mag not requiring neither the bolt catch or the charging handle.


    Note: I would also like to see a bolt - check animation when the weapon is dry in order to check for a stoppage or mag reload.


    3.) Movement
    - Speed should be affected by load and animations should reflect effort, especially on inclines and rough terrain.



    I would love for these animations to be extended to the rest of the AI controlled squad

    So anyone else have any other ideas along these lines or criticisms of my own? Ubisoft has done some good animations before but some others that took my out of the experience.
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  2. #2
    Originally Posted by jessedefrance Go to original post
    Hello all, let me preface this by saying how big a fan I am of the Original Ghost Recon. I have played every title in the series from its debut and for sure OGR is by far the best and IMO the title that Ubisoft should be looking into the most for inspiration in GRW. However, this is not to say that the other titles, even GRFS did not have some great implementations to reference.

    I'd like to talk here about animations as a way of increasing immersion and overall enjoyment. Authenticity is of great appeal to me personally, one of the many reasons i loathe COD. OGR (despite its age) had some great ways of using animations to its benefit, even subtle things like seeing your soldiers use hand signals when they were reconnoitering an area, with one solider scouting ahead and calling the stragglers up. However with today's technology, I feel there are many more options to further immerse the player into the pseudo life of a soldier.

    1.) Weapon Animation
    - I propose 4 animations
    a.) Walking animation - where the weapon is held across the chest, canted on a slight angle downward, this is the most comfortable position for walking long distances, especially if the soldiers are allowed to be outfitted with full load bearing vests with MOLLE front mounted pouches.

    b.)Low Ready - the push of a button should put the soldier into alert status, with the weapon shouldered and canted downward at a 45 degree angle ready to engage targets

    c.) Point Shoot - holding the LT should shoulder the weapon and bring the barrel forward using the point shoot mechanic with the soldiers head relatively straight, refraining from using the sight.

    d.) Aim down the Sight - zooming into first person wont give us a view of our own soldier but others should be able to see this animation as the soldier looks down the sight.


    2.) Reloading
    - I propose 3 context sensitive animations
    1.) Initial load - Weapon is loaded from a bolt fully forward position - requiring the charging handle to be pulled back
    2.) empty reload - bolt is fully to the rear so the bolt catch is hit in order to chamber the first round in the new magazine
    3.) tactical reload - the weapon has a partially depleted magazine and is loaded with a fresh mag not requiring neither the bolt catch or the charging handle.


    Note: I would also like to see a bolt - check animation when the weapon is dry in order to check for a stoppage or mag reload.


    3.) Movement
    - Speed should be affected by load and animations should reflect effort, especially on inclines and rough terrain.



    I would love for these animations to be extended to the rest of the AI controlled squad

    So anyone else have any other ideas along these lines or criticisms of my own? Ubisoft has done some good animations before but some others that took my out of the experience.
    I like these suggestions. I liked the Motion capture from Future Soldier especially when the Ghosts were running. Its the technique used by Navy SEALs and I also thought Center Axis Relock used in the last two splinter cell games for CQB might be a good addition as well. I liked your suggestion about the tactical reloading animation.
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  3. #3
    ES-Ulukai's Avatar Senior Member
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    Personnaly I didn't liked the camera movement when they were running going right to left left to right.
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  4. #4
    GiveMeTactical's Avatar Banned
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    The camera should be in FPV when you are running to avoid that kind of movement... it is ok if you are strafing but not when trying to run in a straight line and your own character is blocking your view..
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  5. #5
    Sp--pyBrown's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    I like that idea, sprinting putting you into first person view; it would add a lot to the feel.
    That would ruin the only thing I like about the 3rd person view. If you go that route, just make the whole game FPV. That would add a butt load to the feel.
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  6. #6
    I don't know if I like the idea of the camera moving around when going into a sprint since I feel like it would be really disorienting. Maybe it wouldn't be, I don't know. I do know that I hated the way the camera got so low, close, and shakey to the characters in GRFS like the developers were trying too hard to copy GOW's roadie run.
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  7. #7
    SuperBiscotCOT's Avatar Senior Member
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    It's ok for me if I don't have the feeling in FPV to be in a boat during a storm !
    It can be a really nice idea if it's not something too brutal, I'm not weak but it's for a better user experience
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  8. #8
    Originally Posted by AI BLUEFOX Go to original post
    Not low and shaking as in GRFS cover swaps, that was not great. I have never enjoyed the GoW multiplayer as the camera swings and roadie runs are so detrimental to the experience. The normal sprinting in GRFS was OK, but you could pan backwards and pull off some sneaky moves whilst running. If you played Battlefront, the way the camera switches between third and first was what I had in mind - it does it very smoothly, quickly and without any disorientation (for me at least).
    I was mainly taking general sprinting was the part I liked. I don't care much for the cover swap I thought it was too fast. I would also like to see breaching lose the slow motion effect. hit them with flashbangs, grenades, or breaching charges and you can disorient enough to kill everyone in the room without it taking a full minute
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  9. #9
    Sp--pyBrown's Avatar Senior Member
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    They could zoom in a bit and lock the view to the front with just a little room to pan around. Sprinting shouldn't be as easy as it is in The Division. If the player can just sprint their way around the map, that would absolutely murder every bit of immersion and authenticity they had put in the game. (EDIT. Also. Stamina.)

    consistent with the decisions and consequences theme.
    Do you think that the 3rd person cover system has balanced "decisions and consequences"?
    It's better be consistent with the rest of the game and just have the FPV ADS.

    If it was up to me, I'd go with FPV, fluid movement controls and absolutely no cover system. Oh well. Hope they make a good game anyway.
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  10. #10
    Sp--pyBrown's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    Yes, I do, and I explain why I think that in the section on maps and view points in this article. Don't bother with all of it, just skip to that section.

    https://docs.com/ai-bluefox/3627/wil...one-have-a-mic
    We'll just have to agree to disagree. Again.
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