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battletech was also launced without the option to skip/speed up animations.
Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
Neither Firaxis Xcom had this. Actually they had it hidden in console, Long War mod brought it forward as a command.This is such insanity.Animation speed up options coming soon.
If I developed a turn-based game, the first fucking thing I'd implement with the turn-based system itself would be the option to speed it up.
Even if I didn't care about wasting the players' time, think of the time (and thus money) savings for QA...
It really, really doesn't - as someone with 10+ years of experience in programming (including some game engines, including Unity) please believe me when I say:Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
It really, really doesn't - as someone with 10+ years of experience in programming (including some game engines, including Unity) please believe me when I say:Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
That is a problem of code structure/design.
If you didn't plan for speeding up combat to begin with, and you didn't decouple animation logic from actual game logic as you should have, it would always be a lot of work to alter it after the fact.
When things go really spaghetti-code (and with lots of game devs, that's honestly what I've come to expect) there might even be a giant tail of code that depends on animations actually playing out "nicely" so that other things work right, so then you'd have to change the animation code and all the things that depended on that and... if that sounds annoying, that's because it is.
I'm facing similar kinds of problems in lots of projects I work on - a lack of foresight that lead to an absolute mess, costing days or weeks to fix...
Anyway, point is that this is a certain kind of incompetence that is independent of any used programming tool and not even purely related to games.
What is so insane about it to me is that every single player of turn-based games knows that these games NEED a way to speed up combat. And yet, here we are.
This sounds like some problems Xcom2 had where you would know if someone was killed before animation was done.It really, really doesn't - as someone with 10+ years of experience in programming (including some game engines, including Unity) please believe me when I say:Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
That is a problem of code structure/design.
If you didn't plan for speeding up combat to begin with, and you didn't decouple animation logic from actual game logic as you should have, it would always be a lot of work to alter it after the fact.
When things go really spaghetti-code (and with lots of game devs, that's honestly what I've come to expect) there might even be a giant tail of code that depends on animations actually playing out "nicely" so that other things work right, so then you'd have to change the animation code and all the things that depended on that and... if that sounds annoying, that's because it is.
I'm facing similar kinds of problems in lots of projects I work on - a lack of foresight that lead to an absolute mess, costing days or weeks to fix...
Anyway, point is that this is a certain kind of incompetence that is independent of any used programming tool and not even purely related to games.
What is so insane about it to me is that every single player of turn-based games knows that these games NEED a way to speed up combat. And yet, here we are.
This might be the case. I ran into that troubling coding a game a couple of years ago.
My first attempt was to completely decouple the game stats from the animations. That resulted in problems like the hp bar reducing in size before the bullet animation hit the sprite. There was also a problem when a character died. Since the game logic recorded the character as dead before any animations happened, the character was removed from the screen before the animations played.
I had to create a function that would tell the game logic if any animation was playing, so it could wait before it could proceed with the "clean up" (removing dead chars, updating stuff).
That said, I think I ended up fixing it, and in a way that would support animation speed changes. But it was not trivial, and the code got a lot more complex than I would like.
Quite possible.This sounds like some problems Xcom2 had where you would know if someone was killed before animation was done.
I made a mod to speedup solasta combat animations -- a unity game -- in about half an hour using builtin engine commands.Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
Fixed a couple bugs and added an option to pause when it's your turn because I think it looks cool. Download link: https://megaup.net/TCau/FasterCombat.zip
https://streamable.com/xsalw0
Unity decouples animation(to be more specific, time itself) from logic by default, you can speed up/slow down the game universe at will. Unity is one of the easiest engines to implement this in.It really, really doesn't - as someone with 10+ years of experience in programming (including some game engines, including Unity) please believe me when I say:Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
That is a problem of code structure/design.
If you didn't plan for speeding up combat to begin with, and you didn't decouple animation logic from actual game logic as you should have, it would always be a lot of work to alter it after the fact.
When things go really spaghetti-code (and with lots of game devs, that's honestly what I've come to expect) there might even be a giant tail of code that depends on animations actually playing out "nicely" so that other things work right, so then you'd have to change the animation code and all the things that depended on that and... if that sounds annoying, that's because it is.
I'm facing similar kinds of problems in lots of projects I work on - a lack of foresight that lead to an absolute mess, costing days or weeks to fix...
Anyway, point is that this is a certain kind of incompetence that is independent of any used programming tool and not even purely related to games.
What is so insane about it to me is that every single player of turn-based games knows that these games NEED a way to speed up combat. And yet, here we are.
I made a mod to speedup solasta combat animations -- a unity game -- in about half an hour using builtin engine commands.Both games are Unity, probably it has something to do with it.battletech was also launced without the option to skip/speed up animations.
Fixed a couple bugs and added an option to pause when it's your turn because I think it looks cool. Download link: https://megaup.net/TCau/FasterCombat.zip
https://streamable.com/xsalw0
It's not done by devs either through arrogance, ignorance, or laziness.
Let us share some early strategies for success for those looking to play their first Phoenix Point campaign. And share your tips in the comments!
Good that I just finished. That was one of my main skills in second part of the game. 5 Marked for Death (one full willpower soldier) and Scylla dies in two sniper shots (from other side of a map). Last boss in 5-6 shots.Marked for Death change.
- Mark an enemy target. Increases damage suffered by the target from each hit after armor until the end of the turn by 50%. Only 1 instance of Mark of Death is allowed per enemy unit.
So what you are saying you are not capable to finish without a I win button?New update adds Animation speed options but
Good that I just finished. That was one of my main skills in second part of the game. 5 Marked for Death (one full willpower soldier) and Scylla dies in two sniper shots (from other side of a map). Last boss in 5-6 shots.Marked for Death change.
- Mark an enemy target. Increases damage suffered by the target from each hit after armor until the end of the turn by 50%. Only 1 instance of Mark of Death is allowed per enemy unit.
In the end I just wanted to finish already. I think it's too long or maybe feeling of progress drops drastically after some point. Few last hours I ignored everything (attacks on bases etc) and just waited to the final mission.So what you are saying you are not capable to finish without a I win button?New update adds Animation speed options but
Good that I just finished. That was one of my main skills in second part of the game. 5 Marked for Death (one full willpower soldier) and Scylla dies in two sniper shots (from other side of a map). Last boss in 5-6 shots.Marked for Death change.
- Mark an enemy target. Increases damage suffered by the target from each hit after armor until the end of the turn by 50%. Only 1 instance of Mark of Death is allowed per enemy unit.
Well ignoring missions and just waiting for last mission to pop up is how I played 1994 Xcom as well. At some point it was not worth risking your high level guys in top gear vs Etherials, Sectopods, masses of Chrysalids and Blaster Launcher commanders. I would just intercept their UFOs and then ignore ground missions.In the end I just wanted to finish already. I think it's too long or maybe feeling of progress drops drastically after some point. Few last hours I ignored everything (attacks on bases etc) and just waited to the final mission.So what you are saying you are not capable to finish without a I win button?New update adds Animation speed options but
Good that I just finished. That was one of my main skills in second part of the game. 5 Marked for Death (one full willpower soldier) and Scylla dies in two sniper shots (from other side of a map). Last boss in 5-6 shots.Marked for Death change.
- Mark an enemy target. Increases damage suffered by the target from each hit after armor until the end of the turn by 50%. Only 1 instance of Mark of Death is allowed per enemy unit.
Also I didn't know that was a bug.
I played on Hero and it wasn't especially difficult (even without this bug).
Well ignoring missions and just waiting for last mission to pop up is how I played 1994 Xcom as well. At some point it was not worth risking your high level guys in top gear vs Etherials, Sectopods, masses of Chrysalids and Blaster Launcher commanders. I would just intercept their UFOs and then ignore ground missions.In the end I just wanted to finish already. I think it's too long or maybe feeling of progress drops drastically after some point. Few last hours I ignored everything (attacks on bases etc) and just waited to the final mission.So what you are saying you are not capable to finish without a I win button?New update adds Animation speed options but
Good that I just finished. That was one of my main skills in second part of the game. 5 Marked for Death (one full willpower soldier) and Scylla dies in two sniper shots (from other side of a map). Last boss in 5-6 shots.Marked for Death change.
- Mark an enemy target. Increases damage suffered by the target from each hit after armor until the end of the turn by 50%. Only 1 instance of Mark of Death is allowed per enemy unit.
Also I didn't know that was a bug.
I played on Hero and it wasn't especially difficult (even without this bug).
Does that actually matter? It's not your turn, and the animation is just a replay of an event that has already been done and you are powerless to alter in any event, and you will not be given the opportunity to act upon any of this information until it IS your turn again. I don't really see this as a problem.Quite possible.This sounds like some problems Xcom2 had where you would know if someone was killed before animation was done.
I've definitely seen both cases in games.
Games without proper decoupling and without proper animation speed up options.
And games that do have decoupling (with or without speed up), but fail to wait for animations to finish until displaying the updated gameplay info (e.g. unit is dead before shot visibly connected).
Well, it looks like shit.Does that actually matter? It's not your turn, and the animation is just a replay of an event that has already been done and you are powerless to alter in any event, and you will not be given the opportunity to act upon any of this information until it IS your turn again. I don't really see this as a problem.
If it does not we might as well play with tokens and no animationsDoes that actually matter? It's not your turn, and the animation is just a replay of an event that has already been done and you are powerless to alter in any event, and you will not be given the opportunity to act upon any of this information until it IS your turn again. I don't really see this as a problem.Quite possible.This sounds like some problems Xcom2 had where you would know if someone was killed before animation was done.
I've definitely seen both cases in games.
Games without proper decoupling and without proper animation speed up options.
And games that do have decoupling (with or without speed up), but fail to wait for animations to finish until displaying the updated gameplay info (e.g. unit is dead before shot visibly connected).
If it does not we might as well play with tokens and no animations
It does, in a way. Animations somewhat replace waiting for the dice to display the result, and removing the suspense altogether diminishes the experience. But as TheSheep said, it is difficult to time it well.Does that actually matter? It's not your turn, and the animation is just a replay of an event that has already been done and you are powerless to alter in any event, and you will not be given the opportunity to act upon any of this information until it IS your turn again. I don't really see this as a problem.Quite possible.This sounds like some problems Xcom2 had where you would know if someone was killed before animation was done.
I've definitely seen both cases in games.
Games without proper decoupling and without proper animation speed up options.
And games that do have decoupling (with or without speed up), but fail to wait for animations to finish until displaying the updated gameplay info (e.g. unit is dead before shot visibly connected).
No flying saucers but I think they want to have something until end of month or soon afterwards.Any news on DLC with flying saucers?