Not only is the world you explore rich and detailed, character creation and customization has been given even more depth. The worlds created in Oblivion and Fallout 3 were inhabited, but Skyrim feels alive. You can also choose to leave any conversation when you see fit, which is useful since the world goes on about you as you converse and hostile characters may choose to attack as you chat with your new friends.Īll of these touches go a long way towards giving the world a real presence. Instead you converse from what ever acceptable distance you deem comfortable as they go about whatever chore they are involved in. The camera no longer super-zooms on the character's face as they stiffly deliver their dialogue. Interacting with the world's denizens is equally fluid and lifelike. You're never given the sense that they're just spouting prerecorded dialogue for the sake of background chatter. Maybe in 1-2 yrs I'll be able to create it, which I also intend to.The people and creatures of the world are enraptured in their own comings and goings - essentially living their lives as you run around creating your own adventure.Ĭharacters interact and converse fluidly and with specificity amongst each other as they go about their routines. I'm not an experienced coder(a freshman majoring in Compsci), so it's unlikely I'll make something as complex as this. Does it dynamically check the prerequisites and forward corresponding animations to Skyrim? or does it inject the algorithm into Skyrim directly? The former would make everything much easier because the new combat mod can simply look at the animation records associated with specific NPCs from DAR. it's a shit ton of work to do the assignment. (but to increase variation&unpredictability the mod itself should already include additional animations) 2. custom animations won't work out of the box. Every animation has to be manually assigned an attacking vector, they're otherwise just animations. So now the only issue, thanks to DAR, is animation recognition. The framework allows all creatures to perform random attack animations, making your enemy unpredictable. Another issue lies with the repetitiveness of vanilla Skyrim's attacking animation sets: you know that a humanoid swordsman's light attack always starts from a right swing, so it could be boring once you get used to it. The main issue with such implementation is the recognition of enemy animations: the mod has to know how your enemy's swinging the sword before deciding whether or not to register the player's swing as a parry. This should make combat much more tactile without implementing a weapon-weapon collision system, which is 69 times harder. Specifically, your would swing your sword towards your enemy's swing to parry, face your shield towards the exact attack angle to block, and move your upper body(not feet) towards the attack to dodge. Here's a combat videoĪnd that's what I've always imagined what Skyrim vr's combat should have been: directional parry and dodge. Imo its combat system is amazingly technical for a mobile game. If you don't know what that is, infinity blade is a fantasy mobile game where you rp as a medieval swordsman. I was browsing through the posts the other day and one brilliant guy talks about how to implement an infinity-blade-like combat system.
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