I think as-is it is breaking immersion. I suggest different starting interactions, but that would be another thread on how bigger animals can have different stances. The grind is rather repetitive. The higher fidelity would be to insert more variety of steps into their turn instead of a 90 degree box turn, for example. Some larger animals have charge, but that should be changed to outsmart the animal’s target. I’m suggesting an increased AI and not just more animation. I’m not sure if a list of animations would help. The math is there with the arrow mechanics to synthesise into an animal’s AI for direction of charge, for example. To actually see the animal sidestep, is another example.
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