pasik wrote:
Ideally, I'd have a different impact on the outer regions, so that the soldier would just fall down for a second to recover and get up. It would be otherwise pretty easy to implement even, but it needs multiple new animations to handle the falling down in a couple of directions and getting up from those, which tends to be time consuming to achieve.
That sounds like a great idea to me. It it may end up so that the guy knocked down by grenade will end up dead anyway, due to being shot while getting back to his feet, as all kinds of snares/stuns tend to be very effective in whatever games. Still, I think that'd be just an excellent detail, as it would bring about quite a lot of new stuff to see and do; knockdown, barely surviving a previously binary event (die or survive), new kind of challenge for the receiving player (capitalize on your fortune = get away and stay alive), new kind of challenge to the "sender" as well (be ready to finish any stragglers after throwing a grenade) and so on. And it could just as easily end up so that the knocked down guy really gets to walk away 75% of the time or more, which would of course make the feature even better.
You probably have a technical limitation with this, but one solution to cutting down on animation work would be to transfer the character model to the physics/ragdoll system for the knockdown phase. You'd still probably need some kind of recovery animation, though it might not look that terrible if you could use the prone animation (maybe with some animation blending, if available, in between, or maybe even just snapping the model to the prone position).
I used to wonder why this sort of "let the ragdoll handle impact animations" technique isn't used often, so I felt almost vindicated when it was used in the original Splinter Cell: Conviction even for fistfight impacts. Sadly, Ubisoft never released that version of the game and ended up delaying the release for a few years and redoing pretty much everything in the game
