Can we speed up or slow down our ship entry and exits while we are already doing those animations?asked by piet11111
TL;DRChanging speed mid-animation isn't currently possible with existing technology, though not ruled out; first they plan three entry and exit speeds, starting with combat speed, then revisit modifying input.
The answer is kind of yes and kind of no. So the goal eventually with the enter/exit, as you might recall from when we showed you guys the ship enter/exit updates, I think it was about two weeks ago or three weeks ago: we intend that the current one, I call it Grandpa Goes to the Store, which is in the Hornet, is somewhere, I think, in the realm of eight seconds faster. So he gets in at quite a pace. And eventually, you'll be able to utilize your walk modifier and your character will climb into the ship in more of a relaxed sort of pace. Still faster than Grandpa Goes to the Store. And with a shift modifier, he would then get in there in an emergency way. Same thing with getting out. So say your ship's about to explode, and at the moment you exit the Hornet, you're [garbled], and boom, it blows up, right? You've got a problem. With where we're going with this, when you hold the sprint modifier and you get out, your character would execute an emergency exit. In some cases, these are actual leaps from the seat of the ship. Now, as far as whether you can execute a change in the animation that is playing: say I hit the F key to enter the Hornet, and then, as I'm playing the enter animation, I then hold the shift key, the sprint modifier, in hopes of it going emergency enter. At the moment, there's no piece of technology that allows us to do that. It doesn't mean it's not possible, but if you think of the way that characters connect to the ship, right? So we have to climb up. We climb this railing. So I'm going to go left, right, left, right, left, right, climb it. On the emergency, because he's leaping quite a distance to get up onto that ladder in the first place, he may not be left here, where he needs to go left, right, left, right. He's going to be on the off hand. So I don't know how that would function. The first thing is getting those three speeds in. So from an animation standpoint, we're focusing right now on the combat speeds, because that's the one that players are using most of the time. And then we'll move on to the other two. And then once those are implemented, then we can see, okay, well, what happens if we try and allow you to modify that input during this portion of the animation.