Pantheon: Rise of the Fallen showcases animation syncing and how certain stats can affect storylines

    
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Pantheon: Rise of the Fallen showcases animation syncing and how certain stats can affect storylines

Pantheon: Rise of the Fallen has a couple of things to show you. Video things. Two video things. Two video things about combat animation work and the game’s perception system and how it shakes up the usual MMO questing mechanics.

In the first video we get a look at some animation syncing work that’s being done in order to make combat animations flow smoothly. The video offers a look at some unarmed combat as a showcase of how this syncing works to improve combat feel as it links punches with damage numbers and hit sparks fluidly. The video also showcases some spellcasting combat animations and how they flow when cast time is sped up.

In the second video, we get a look at how the perception system can have an effect on in-game storylines. The video features a player character whose stats add some additional context while moving around, such as pop-up text windows, interactable elements that aren’t outright highlighted but can open up new dialogue options and quest steps.

One of the devs in the video explains that the perception system is meant to condition players that there is more to uncover as they travel — it’s not a matter of simply finding an NPC, reading a text bubble, and calling the job done, but to try to find ways to try things to uncover more about where they travel. Both videos are embedded after the cut.

source: YouTube (1, 2)

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Mordyjuice
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Mordyjuice

I had a patient really sell me hard on this game, I think I’ll check out the You Tube Videos; if I’m interested I’ll invest once the Beta drops (not Alpha though).

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Fisty

Perception sounds like a great idea.

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Mallus

How far is off is release?

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Mallus

*How far off is release…

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Paul

No clues yet – really want to play this but its making erosion look fast

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Kickstarter Donor
squid

Probably 18-24 months