The biggest reason I do not play newer cricket games.

Personally I think this game has some of the best bowling animations too. It would be great if we had maybe 3-5 various animations for each bowling type similar to have NBA 2K games have about 100 different slam dunk animations, just for variety, but I don't see what's wrong with the bowling.

I love the wrist spinner's animation and finger spinner is good but pace bowling has a sense of illegality. The arm seems a bit bent while delivering :P It would be nice if they could make that arm straighter in the final version of DBC17. Also the arm and the body can come down faster than what it is now for DBC14, while releasing, for Fast bowlers. Overall, just excited to see what is in store for DBC17. I know it is going to be great as soon as I saw the withdraw animation of the batsman where he takes a couple of steps back and his shoulders moved so realistically.
 
With the mo cap facility in mind, will there be animations from different levels of the game? Obviously tailenders look different to openers but also what about club cricketers? Will some of the Sunday sloggers and chuckers be in there?
 
@Ajh1977 All animation is additional, has been replaced, or reworked - you will not see the variation that you're alluding to with level of difficulty changes - one day we will get that but not this time around.
 
@Ajh1977 All animation is additional, has been replaced, or reworked - you will not see the variation that you're alluding to with level of difficulty changes - one day we will get that but not this time around.


Dear Hello Games, that's how you temper over-expectation and communicate with your fanbase, your potential customers, the ones who actually want your game to succeed.....
 
I would have to be honest and say i have never noticed the animations in dbc looking bad or wrong particularly in respect of bowling. A couple of batting shots aren't exactly elegant i would admit but some are lovely.

I am not the world's most visual person in fairness, but i certainly don't agree with the premise of the OP that these shots are particularly bad.

That said i am grateful for the thread because there was some very interesting info from Ross here about how the animations in DBC14/17 work and how the series may progress over the longer term.. and of course DBC19 confirmed!!
 
I would have to be honest and say i have never noticed the animations in dbc looking bad or wrong particularly in respect of bowling. A couple of batting shots aren't exactly elegant i would admit but some are lovely.

I am not the world's most visual person in fairness, but i certainly don't agree with the premise of the OP that these shots are particularly bad.

That said i am grateful for the thread because there was some very interesting info from Ross here about how the animations in DBC14/17 work and how the series may progress over the longer term.. and of course DBC19 confirmed!!
Hope atleast that has keyboard support..;)
 
@BigAntStudios Can this be used?

website_waffle_beauty_shot_new2.jpg
 
Now that's something that I 100% agree with - more variation is certainly needed.

We have invested hundreds of thousands of dollars in a mo-cap facility, I take animation and aesthetics very seriously, we will be expanding the range greatly over what I am sure is to be an ongoing franchise. This is a marathon, not a sprint - FIFA was not built in a day.

That's great news for fans of niche sports games! And I wholeheartedly agree that multiple animations and variety should come in time once the core gameplay is nailed. Before you get to adding or improving animations, pls focus on adding true 360 degree batting control as it directly impacts the gameplay and not aesthetics. What I mean by "360 degree batting control" is the ability to hit the ball anywhere in the 360 degree arc.

As an example in DBC 14 when you play a cover drive, a well timed shot nearly always goes through the extra cover region. But in real life a batsman can hit a well timed cover drive anywhere from widish mid off to point region. Similarly every shot needs to have a range - an arc through which the shot can be played. For cover drive it could be from widish mid off to point, a leg side clip could be from widish mid on to fine leg, a square drive can range from cover point to gully etc. Thus if I play a cover drive to a fullish delivery outside off the ball should travel in the direction my RS is pointing rather than only go to extra cover. Obviously if my timing (user input) is not ideal the ball should deviate from my intended path but in case I nail the timing, the ball should go close to my intended direction.
 
I can vary the the cover drive anywhere between midon to point in dbc 14.

The leg clip to mid on i agree wasnt effective to middon in 14 but you can hit to midwicket well in 17!
 
That's great news for fans of niche sports games! And I wholeheartedly agree that multiple animations and variety should come in time once the core gameplay is nailed. Before you get to adding or improving animations, pls focus on adding true 360 degree batting control as it directly impacts the gameplay and not aesthetics. What I mean by "360 degree batting control" is the ability to hit the ball anywhere in the 360 degree arc.

As an example in DBC 14 when you play a cover drive, a well timed shot nearly always goes through the extra cover region. But in real life a batsman can hit a well timed cover drive anywhere from widish mid off to point region. Similarly every shot needs to have a range - an arc through which the shot can be played. For cover drive it could be from widish mid off to point, a leg side clip could be from widish mid on to fine leg, a square drive can range from cover point to gully etc. Thus if I play a cover drive to a fullish delivery outside off the ball should travel in the direction my RS is pointing rather than only go to extra cover. Obviously if my timing (user input) is not ideal the ball should deviate from my intended path but in case I nail the timing, the ball should go close to my intended direction.
Something I thought may work is a kind of 'aftertouch' control to slightly alter shot direction. Currently both the shot selection and aiming are decided by the angle of the RS flick, which sometimes can result in accidentally playing cross-bat when you want to play straight-bat, even triggering a cut when you want to play a drive etc.

Maybe you could have it so the initial flick decides the shot selection and general aiming as it does now, and then have a very short time after this (before the ball reaches the bat) where you can rotate the stick to change the aim of the shot, so for example a cut behind point for RHB would be; flick RS 3 o'clock, rotate towards 6. Cover drive 1-2 o'clock flick then rotate either way to send it more towards point or mid off etc. Perhaps the speed and distance of the rotation can decide how much it deviates from the usual path of the shot.

This could achieve the 360 degree control whilst making each of the stroke animations more flexible and having it rely on feel/practice rather than pointing the stick exactly where you want it to go.
 
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