![]() Hopefully in the context of Hades, it's reasonable that a character like Zagreus has his signature outfit and isn't worried about changing out of it. I get why this type of feature is desirable as many action RPGs have it. So this is one of those trade-offs for everything else our tech does well. We love our proprietary engine and tools, which helps gives Hades its crisp responsive feel and graphic novel look we have no plans to switch to different tech, since our tech is so good at letting us create many types of content efficiently. Along with his minions Pain and Panic, he set Hercules’ world upside down. ![]() We met him in the Disney Renaissance major motion picture, Hercules, which debuted in theaters way back in June of 1997. When it comes to villians, Hades, kind of the underworld, is one of the worst. In our game, though, it's the sort of thing that's beyond the capacity of our small team, at least not without making huge sacrifices to other parts of the game. Disney Descendants 4 DIY Hades Costume Ideas. It's also possible in 2D games with less animation content (e.g. This is the sort of thing that's quite feasible in 3D engines because you can just swap out a different 3D mesh/texture while reusing the same animation data. changing outfits piece by piece, adjusting colors, hats, pauldrons, ankle guards, you name it. Shop online for tees, tops, hoodies, dresses, hats, leggings, and more. I think what players want out of systems like this is full customization, e.g. Unique Hades Dog clothing by independent designers from around the world. And this would be for just one alternate 'skin'. On top of that we would have to redraw all of Zagreus' character portraits during story scenes. In other words, if we had 'skins' for Zagreus it would mean having to multiply our entire already-substantial animation set. The idea of an alternate 'skin' for Zagreus would mean dramatically compounding these types of large frame counts, having big implications on the game's file size and other technical aspects such as the memory requirement. We also have two alternate Weapon Aspects (and later will add another), bringing that number up to 9,984 since our Weapon Aspects are 'reskins' of each weapon. ![]() So that's 3,328 frames for that one short animation. That means every single frame of Zagreus animation exists as a unique image.įor example, when Zagreus shoots his bow (the standard attack), it's a 104-frame animation rendered at 32 angles. Hades is a 2D game with no real-time 3D rendering. ![]() I know such explanations can end up sounding an awful lot like 'wah wah it's too much work' excuse-making but I will trust you to not interpret this that way, and will take my chances knowing folks out there may be interested to know more about our development process. If you're interested, I'm happy to provide a more detailed explanation as to why. TL DR This isn't something we have plans for. ![]()
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