With the slide mechanic, how do you intend to mitigate hitbox abuse by rapidly crouching or uncrouching? Will this be done with inverse kinematics and inertia, making the player take some time to stand back up?
TL;DRThey didn't directly address hitbox abuse, saying they like procedural animation and inertialized blending to time stand-ups, while sliding costs stamina and can't fire immediately, being meant mainly as a way to get to cover.
I mean, I can only talk about, if I flip the question and talk about the second half, I would say I love procedural animations. It's one of the things I really enjoy about gameplay. I definitely like it more than night vision, for sure. Inverse kinematics like we're using for the buttons, anything that makes you feel like your character is actually touching the world, it grounds them into the world so much more than an animation that ends up halfway between the intended target and where it should be, or having to author a unique animation for every situation or every metric you might have. And in general, trying not to force people into very specific metrics. These are all super important to me, so I can go on a long time. And then the other part of that was the inertialization. So inertialized blending is something that I'm also really, really keen on, and we're definitely going to be exploring, because I think it will allow us to blend between situations without traditional transition animations, and we can use the inertialization as ways to tweak the timings, like Zach was talking about. Do we punish you because you just did three slides in a row and your stamina is, your heart is mega pounding? It'll be like me standing up, like old man standing up, instead of Zach, young man; he'll be up jumping on your desk before I even get out of the seat, right? That side of the question, that's 100%. The whole animation side, I'm super, super excited about, super keen to get a lot of that stuff into the game.
Yeah, just while we're on the topic of sliding, obviously the sliding is a high stamina cost. The more you slide, the stamina cost is tied to the aiming idle sway as well. So while you're aiming, if you're exhausted, it's worse as well. And currently you can't fire immediately as you get into a slide, so we're treating it as more of a getting-to-cover tactic than it is an aggressive tactic. So we're wary of how our KD sliding is, but we're also conscious of the fact that we want it to be a function that exists more for getting into cover. Currently that's the intention of sliding.