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The Official MOH: Pacific Assault
website has posted up a new developer's diary with Joseph McGuffi where he talks about the Animation Process for MOHPA. Here's a snippet from that diary:
[quote]Its all about the quantity AND the quality!
We wanted the AI in MOHPA to do more and be smarter than ever before, and this required building a larger set of AI animations. Since the team needed AI animations to test the game play during production, we put our focus on developing the over two thousand AI animations first. This allowed the designers to work out the levels by having characters running and gunning through each of them. The mountainous task of creating these animations was daunting and to get them in and working sooner than later put all the animators on the spot to work hard and fast. We built a wide variety of motions and actions for each weapon type used by AI as well as general locomotion, idles, hit reactions and location and direction specific deaths. And every time we thought we had all our bases covered, a new functionality or AI action was requested to further enhance the game play! The payoff is to see the reactions of the team when our animations work well and pull us into the game. [/quote]
Head to the Official MOH: Pacific Assault
website to check out the latest diary.