MrIdontKnow
Insider
I'm not dissing the animation in anyway, 'GTA meets Morrowind' seems to be a good statement for this game, and I don't know if you're using parts of the euphoria engine GTA used to create the real life ragdoll effect, the way these characters fight looks like Niko did when he got tapped by a car, not enough to know him down, but the slight bug that made him a ragdoll for a while until he either fell over or the game realised Niko is okay or Niko fell over, and then you would go back to the defined animation. I liked that you could be running then hit by a car, and you would seamlessly go from a defined rigid animation, to a real-time simulated ragdoll. That was a good way of doing it, BUT I don't know if this engine uses part of the Euphoria engine, I'd love it if these guys made their own, I think they have if I remember what Madoc said in the video. (Coding everything himself).Have you read our updates? I believe we have characterised our world, more so than the vast majority of Kickstarter projects or what you might normally pick up from a game before playing it. We're not revealing everything but we want you to discover our world and it is an original world, not something we can summarise in a few words or with parallels.
As I've explained elsewhere, I myself made the animation while designing the system and I'm no animator nor a swordsman. Hiring a professional animator is a high priority. We also plan on improving much in terms of dynamic behaviours. Our upcoming update on combat should explain more. Sorry this is a bit slow in the making, we've been having various problems with the production and it's Kieran's first time making one.