Is this too much: Having customizable animations irrespective of class

Hey everyone! Me and my friend were working on a (relatively) ambitious project for my game Core Strikers, a hero shooter where you can choose your characters power (with 2 to 3 abilities + 1 to 2 special moves) and weapon (light and heavy attack), AND 1 of 3 movement abilities per weapon (dash, run, or hop), which already gives me a big workload!

However, to allow the player to express themselves fully, I wanted to implement a “personality” system that would change your character animations to further allow each player to be different. A player with an energetic personality would act different than one with a focused one (essentially an animation pack)

The personality would change:
  • Idle
  • Walk
  • Jump
  • Fall
  • Climb
  • Sit
  • Dash
  • Hop
  • Hop Fall
  • Run
  • Run Stop
  • UI Image
  • Stun
  • Spawn
  • Lose

Does anyone think this will be too much, or does it seem ambitious enough to warrant all this work? Is there anything I could cut down on? If anyone wants clarification I can show a little bit of gameplay. Thanks!

3 Likes

It’s a nice level of detail, but you don’t have to if you believe it’s too much work or beyond your skill level.

2 Likes

You can always make one set of animations first and then make more later as you see fit without having to break or re-make anything major.

Depends where you would like to spend your time and resources, but if you are still in the process of making a majority of the game, I would say that it is best as a feature that is best saved for moderately late in development, since it could lead in part to feature creep or bloat/problems if it needs to be scrapped or changed later down the line.

This is already an idea that does exist in other games though, mostly skateboarding and fighting/assassination games (i.e. different stances), so it isn’t something that is not worth exploring.

3 Likes